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KASSADIN BUILD GUIDE: "The magic ends here!" - Patch 4.10 by RathalosHater

by RathalosHater (last updated 5 months ago)

Featured5,252,585 Views 73 Comments
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

3

Full Item Build

View Item Details
21
9
0
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 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
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
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
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
0 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

Kassadin is a melee AP caster, a very strong roamer and assassin due to his ability to blink very often. His Null Sphere makes him resilient against magic damage, which is why he goes middle lane - to lane against casters. With his high mobility, ganks will naturally happen while laning. Your aim as Kassadin is to be able to disrupt the enemy team - especially the AP and AD carries - with your frequent bursts of damage, high mobility, and crippling slow.

He also looks cool and is the only Void-related champion that isn't trying to destroy the world. In lore, he is the leader of a group called The Preservers of Valoran, warriors that have devoted their lives to stopping the Void invasion.

I'm writing this guide because a lot of people in solo queue ask how I decide what to do in certain matchups and team fights, and more importantly why on earth I build what I do. I believe that Kassadin is very versatile and under-valued right now.

Runes

This setup is aimed at compensating for Kassadin's poor early game and base defensive stats.

Magic Penetration Marks: Magic Penetration exponentially increases your damage. Against a target with 30 MR, increases damage by 6.1%. Against a target with 50 MR, increases damage by 5.3%.

Armor Seals: Early game is Kassadin's biggest weakness. Being melee, you're really vulnerable to auto-attacks. I choose Armor seals to compensate for Kassadin's naturally low base Armor. Along with masteries, giving you 40% more base Armor at level 1.

Scaling Magic Resist Glyphs: Combined with Null Sphere's shield, Magic Resist helps you shrug off early game harass and keep trades in your favor. Kassadin's item path leans more towards Armor than Magic Resist due to items like , so I get these to fill that void.

Flat Ability Power Quintessences: Ability Power has a defensive benefit via Null Sphere for Kassadin. Using these will help to keep trades in your favor.

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 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
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
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
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
0 Utility
The extra laning power 9 Defense gives you is extremely useful on a champion with bad early game like Kassadin.

Summoner Sets

Flash & Teleport
Teleport puts significant pressure everywhere on the map, especially on a strong roamer like Kassadin. Your own lane pressure will suffer from the lack of Ignite, but the global presence will more than make up for it. You can snowball lanes even at Level 3 when you have Force Pulse by coordinating with your lanes and jungler.
Flash & Ignite
Ignite gives you extra local pressure. It gives you enough damage to secure kills that would otherwise be impossible, whether it's preventing a risky dive or just countering healing and lifesteal.
Revive & Smite
revive lets you go really fast,
while smite lets you kill fast.

Item Builds

Starting Build(s)
Standard
3
VS Heavy Auto-Attack
VS All-in Lane
2
Crystalline Flask is great all game because it refills every time you go back. Every drink you take gives you 49g worth of potions, so it pays for itself after 7 uses. Don't forget to use this in team fights - 360 health and 180 mana over 36 seconds is nothing to scoff at.

Doran's Shield provides the best overall health regen and mitigates a very large amount of auto-attack damage.

Ruby Crystal gives you a head-start on Catalyst and makes you even harder to dive, good against champions that have all-in pressure but no poke.
Final Build(s)
Standard Final Items
This build is all about slot-efficient items that have strong synergy. Rod of Ages, Seraph's Embrace, and Lich Bane all give Mana, increasing your Riftwalk damage as well as your overall Ability Power. If there is no need for Zhonya's Hourglass, replace it with Rabadon's Deathcap.

You can also change out Lich Bane for Iceborn Gauntlet if you want more sticking power.

WTF Ionian Boots of Lucidity? lol?: 15% more mobility/slow/shield/mana restore is way more valuable than 15 Magic Penetration in pretty much every situation. Once you get RoA/Tear, you're gated by cooldowns more than anything.
Build Order
3
You want to start charging Rod of Ages ASAP, as it takes 10 minutes to reach full effect. Upgrading into Archangel's Staff will make you charge its passive faster as well as giving you more damage, which combined with Rod of Ages is a huge power spike. The second power spike is when you get Lich Bane, which almost doubles the damage of Nether Blade.

Situational Items

Athene's Unholy Grail
20% Cooldown reduction is great for increasing the disruption you put out. However, this item is very expensive for the low amount of AP it gives you. This is more of a utility item that you buy for said CDR and the mana on kill effect is awesome for cleaning up fights. Great against double AP comps for the extra Magic Resist and mobility.
Spirit Visage
The most efficient defensive item against magical damage. Helps your CC and prolonged sustain at the cost of burst damage. 24 hp5 is a lot, basically you get two free Health Potions every minute.
Randuin's Omen
The most efficient defensive item against physical damage. The active ability adds to your already annoying disruption.
Banshee's Veil
The Passive is very effective against Ahri, Ashe, Blitzcrank, Lulu, Malphite, Taric, Thresh, or any team with critical initiating abilities/targeted CC. Gives a good bit of HP, as well as regen against poke teams - 90 health over 10 seconds every time your bubble gets popped or when you take damage.
Mejai's Soulstealer
Only good for stomping. Mostly for fun, but it's crazy efficient if you can manage not dying at all.
Thornmail
Still a good item against heavy auto-attackers like Tryndamere and Yasuo. Keep in mind that it deals magic damage, so it's more efficient the more Magic Penetration you have.
Quicksilver Sash
This hard counters Veigar, Malzahar, Warwick, Skarner, or any champion that has a difficult-to-avoid hard CC. Also good against Mordekaiser to cleanse his ultimate.

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
Null Sphere is invaluable for early laning, but it's less effective than Force Pulse for team fighting. Nether Blade is less safe than Null Sphere, but refunds extreme amounts of Mana when maxed, letting you spam Riftwalk indefinitely as long as you have 3000+ max Mana. You can also start W if you're against a melee laner, the auto reset + Doran's Blade will out-trade.

Skills

Void Stone
Passive: Void Stone
Kassadin takes 15% reduced magic damage (applied after Magic Resist) and ignores movement collision.

Explanation:
Not much to say here since the Attack Speed was removed. This increases the value of health and shields by 17.6% against magic damage. Phasing through units means no more annoying creep-block after you Riftwalk.

Video coming Soon™!
Null Sphere
Q: Null Sphere
Kassadin forms a shield around himself that absorbs up to 40/70/100/130/160 (+30% of Ability Power) magic damage for 1.5 seconds, then fires a void bolt dealing 80/105/130/155/180 (+70% of Ability Power) magic damage and interrupting channels.

Cooldown: 9 seconds

Cost: 70/75/80/85/90 Mana

Range: 650


Explanation:
Targeted nuke that also gives a spell shield. Hold the ~ key to make it easier to land on champions that stand near minions. The shield comes out instantly, so if you see a spell coming towards you, you can retaliate and win the trade easily. You can also use this on creeps to mitigate globals like Karthus' and Ezreal's . Unlike Force Pulse, this ability will draw minion aggro.

Video coming Soon™!
Nether Blade
W: Nether Blade
Passive: Kassadin's melee attacks deal 20 (+10% of Ability Power) bonus magic damage.

Active: Kassadin charges his nether blade, causing his next basic attack to deal 40/65/90/115/140 (+60% of Ability Power) bonus magic damage and increases his melee range to 200. Also restores 4/5/6/7/8% of his missing Mana, quintupled to 20/25/30/35/40% against champions.

Cooldown: 6 seconds

No Cost


Explanation:
The passive component is basically a free passive when combined with the Arcane Blade mastery. This helps you last-hit caster minions under tower. Remember, melee minions take 2 tower shots and 1 auto-attack, while caster minions take 1 tower shot and 1 auto-attack.

In addition to dealing as much damage as your other spells and resetting your attack timer, the active component is invaluable in offsetting Riftwalk's extreme Mana cost. You're guaranteed to have at least 1200 Mana (enough for a Riftwalk) after each rank 5 Nether Blade when you have 3000 max Mana or more.

Video coming Soon™!
Force Pulse
ills/kassadin/e.png] E: Force Pulse[/title]
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 80/105/130/155/180 (+70% of Ability Power) magic damage and slow enemies by 30/35/40/45/50% in a cone in front of him for 3 seconds.

Cooldown: 6 seconds

Cost: 80 Mana

Range: 650


Explanation:
Low cooldown. Unlike Null Sphere, this does not draw minion aggro. I recommend maxing this after you put enough points in to survive lane. The damage and slow this spell does is amazing for single target, but when you land it on multiple targets it goes from good to great. Make sure you spam this often in fights, hitting as many people as possible.

PROTIP: Most people will only expect you to combo while you have max stacks. Keep in mind that your own spells DO contribute to the 6 spell count, meaning you can do a full combo with only 3 stacks. (Riftwalk, Null Sphere, Nether Blade = 3 spells, 6 stacks, use Force Pulse.) It's also possible to pull off a combo with only 2 stacks if your enemy retaliates with a spell.

PROTIP #2: If neither you or the enemy laner has casted a spell and you gain a stack of Force Pulse, the enemy jungler is near. Especially useful against junglers that cast spells before coming into a gank, like Vi, Shyvana, Shaco, and Zac.

Video coming Soon™!
Riftwalk
R: Riftwalk
Kassadin teleports to a nearby location dealing 80/100/120 (+2% of maximum Mana) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk in the next 12 seconds costs double the Mana and deals 40/50/60 (+1% of maximum Mana) additional damage, stacking up to 4 times. Deals up to 240/300/360 (+6% maximum Mana) magic damage.

Cooldown: 7/5/3 seconds

Cost: 75, 150, 300, 600, 1200 Mana

Range: 700


Explanation:
This does decent damage on a low cooldown, but using this spell for damage puts you in melee range. Because of the stacking mechanic, this will deal increasing damage with each cast, but will cost obscene amounts of Mana eventually. The exact Mana cost is displayed on the ability's icon. When using this ability for its mobility, use 2 or 3 casts and then wait for the stacks to wear off.

Remember, you can go over walls with this, even ones that seem too thick. As long as the center of Riftwalk's targeting reticle passes more than halfway through terrain, you will teleport all the way through to the other side.

Video coming Soon™!

About the Author

My IGN is "FUN HATER", formerly "LAG HATER", "Best Kassadin NA", and "Rathalos Hater". I've been playing LoL for a couple years now. I ended Season 3 with Platinum I, Season 2 at 1700s, and have 1200+ games played as Kassadin. I used to be a big part of the Monster Hunter community (Why you don't need a Paintball to tell you where a Rathalos is? BECAUSE HE'S ALWAYS FLYING.) as well as the WoW theorycrafting site Elitist Jerks. Used to play WoW professionally. Currently residing in Florida, studying medicine.

Early Game - Laning and Combos

Kassadin is extremely weak until he gets Riftwalk, so your main goal while laning is to survive to level 6 and hopefully get a decent amount of farm on the way. It's very important to avoid dying early. You don't want your already bad early game to get worse. And remember, even if you get ganked and zoned from farm, the game isn't over. That means your jungler and other lanes are free to do as they please.

Focus on last hitting minions early, using Null Sphere to retaliate against harass or just to reach far away minions. Look at the HP of your own minions and use that to gauge when your opponent will come in for a last hit - this is the best time to harass. If you get pushed to your tower, here's a reminder on how much damage towers deal. 2 tower shots + 1 auto-attack kills a melee minion, and 1 tower shot + 1 auto-attack kills a ranged minion. If Nether Blade doesn't deal enough damage, try and hit caster minions twice.

Remember that blue buff will spawn about 7:20 and every 5 minutes thereafter. Coordinate with your team to make sure your blue buff doesn't get taken by the enemy.


Kassadin's main combos and their uses:
Long Range Harass: -> ->
  • Use this when you want to harass from a very long range.
  • However, this combo will cost more mana and leave you without Riftwalk for a few seconds.
  • Use Nether Blade to utilize this combo at only 3 Force Pulse stacks!

Combo Breaker: -> -> ->
  • Kassadin's main all-in combo.
  • This combo puts you in melee range of a slowed enemy to allow for Nether Blade auto attacks.

The Ganker: -> -> -> ->
  • Use this combo for roaming or when your jungler comes to gank.
  • The silence is delayed a bit in this combo, but you get the Force Pulse slow out earlier which is generally more useful when roaming.

Mid Game

Make sure the enemy wraiths bush stays warded, this is a very important ward for both the jungler and mid laner as wraiths are a large source of income for the jungler; they will be there often.

Coordinate ganks and objectives with your team. If you team won't group, ask nicely in chat. Communicate timers with your team. Red/Blue spawn 5 minutes after death, Dragon spawns 6 minutes after, and Baron Nashor spawns 7 minutes after. To make recording timers a bit easier, you can turn chat timestamps on by pressing Escape -> More Options -> Show Timestamps. Keep harassing and pressuring the enemy laner while you're waiting for your team to group - this should be a bit easier now that you have Riftwalk.

Priority list for mid-game objectives: Baron Nashor > Middle Inner Turret > Dragon > Middle Outer Turret > Top/Bot Inner Turret > Bot Outer Turret > Top Outer Turret > Buffs

Middle towers are extremely important due to the vision and defense they provide. Without a middle tower to fall back on, the entire jungle - and by proxy the entire map - becomes considerably more dangerous for that team.

Dragon is marked by the large skull in the bottom river, and grants its slayer global gold. His attacks slow the attack speed of whoever they hit and deal true damage over time, so be mindful of your health. Move out of melee range if you get low on HP - he attacks whoever is closest to him. Remember to stop damaging at ~1000 HP - this makes it easy for your jungler to secure the Dragon kill with . Never attempt Dragon without your jungler when the enemy team is present.

Make sure your team keeps Dragon warded and consider invading the enemy jungle to steal their buffs. If you see the enemy mid laner and jungler are going top, consider gathering your team and taking Dragon - your team will win a 4v2. A common move to pull off mid-game is to gank a member of the enemy team - so they are at a disadvantage - then immediately head to Dragon. If you're going to gank bottom lane, here's how I would recommend doing so.

Blue Side:
[http://i.imgur.com/xPZbZ.png]

Purple Side:
[http://i.imgur.com/G2PEN.png]

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After Darius and I stole red buff, Evelynn and I collapsed on Lux in middle lane. I waited over the ledge and out of enemy minion vision range to stay hidden but present. Lux knew I was MIA, so she went in to ward - this was our opening. I Riftwalked on top of Lux to make it harder for her to snare me before bursting her, but she ended up landing it. Evelynn and I finish off the kill pretty easily thanks to Force Pulse being charged by Evelynn's Hate Spike. After this gank, our team got a free Dragon kill.

Late Game

Travel with your team and make your presence known to the enemy while taking objectives. Sometimes LoL can be a war of attrition, where simply showing up is enough to make the enemy retreat. Being on the front line will certainly threaten and push the enemy carries back, but be careful not to get initiated on. Use Riftwalk over walls to safely harass, escape, or catch stragglers.

Just like mid game, you want to abuse your mobility and burst. Buy wards so you can catch stragglers and not get caught yourself. Stick with your team and get towers/inhibitors. If you want to tower dive while sieging, you can position yourself over the wall the tower is next to and surprise the enemy team when you Riftwalk over and burst someone down.

Baron Nashor and inhibitors are a big part of late game. Baron Nashor is marked by the red skull on the map. Make sure your team has a Vision Ward or Oracle's to ensure the enemy team does not have vision of is lair. Baron is one tough cookie, so be mindful of your health while fighting him. Dodge green bubbles on the ground, and move out of melee range if you get low on HP - he attacks whoever is closest to him. Likewise, move closer if you have HP to spare. Hold the ~ key while trying to maneuver around Baron, this makes your clicks ignore minions. Remember to stop DPS at ~1500 HP - this makes it easy for your jungler to secure the Baron kill with . Never attempt Baron without your jungler when the enemy team is present.

Baron Nashor gives 300 global gold and a buff to the team who slays him. Baron Buff gives you health regen, mana regen, AD, and AP, giving whoever has it a clear advantage while sieging. Even if a team with Baron Buff is getting outpoked by the tower they're trying to take, the team with Baron will have the advantage because of the insane regen bonus.

Killing an enemy inhibitor will not only cause your team to spawn super minions, naturally pushing the lane. Also, each super siege minion will increase the effectiveness of other nearby minions, stacking with other super siege minions. This gives your team map control because minions can quickly overwhelm the Nexus if left unchecked. If your team kills the bottom inhibitor, consider killing the top inhibitor. Aside from being the farthest away (and thus hardest to defend) this will split turret aggro between the two lanes if your super minions reach the Nexus towers.

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In this clip, I waited over a wall for the opportunity to jump the enemy carries. The moment the enemy team moved in on Darius, I Riftwalked over the wall and bursted Soraka down. With the enemy team severely damaged after that fight, our team picked up a tower.

Team Fighting

Kassadin's role is a disruptor, which lies somewhere between an assassin and bruiser. Your job is to annoy the enemy carries, by damaging them, slowing them, zoning them, and of course killing them. But make sure you don't chase too far away from your own team if they can't fight without you. If you stay on the front lines, you should be able to threaten the enemy carries with your presence, and if they overstep their boundaries, punish them for it.

Often it is beneficial to hang near the back lines, then once a few spells have been blown, wait until the enemy carry is left open to attack, then you strike.
One of two things happens:
1) The enemy front line retreats, focusing you instead of your AD carry, allowing the rest of your team to take out the retreating enemies. Victory!
2) The enemy front line ignores you, continuing to pressure your carry. The enemy carry is likely very low or dead from your damage, causing them to retreat. Victory!

If you are squishy, try just walking up to an enemy (rather than Riftwalking) comboing them, and finally Riftwalk away. This won't deal as much damage, but you'll live to throw out another combo.

Constantly be aware of the damage you have taken and what cooldowns the enemy has up. As an example, if you have 1000 Health left against a LeBlanc with all of her spells up, you're more vulnerable than you would be at 300 Health after all of her cooldowns are burned.



Miss Fortune and myself were the major players in this game. Our Evelynn ended up dying trying to clear a Baron ward (oops!) which gave our team a disadvantage. I waited off-screen to the right for an opportunity to go in. The enemy team started to chase Darius, and Sona ended up giving her life trying to save him. Because of this chase, however, the enemy carries were completely unprotected, so I immediately jumped on Miss Fortune, kiling her and Lux. At the end Olaf ends up finding me, so I headed for a wall to Riftwalk over. Olaf could have easily chased me if he hit an Undertow, so I used Force Pulse to slow him down without vision.

Buffered Input Command (BICing)

If you cast a spell with a cast time before crowd control is applied, you will have a short window in which you can still issue commands as though your champion hasn't been CCed. This is called a Buffered Input Command or BIC for short.

Confused? Here's an example from an MLG event.

-Cho'Gath casts Rupture on an Ezreal and he is knocked up, and the knockup animation starts.
-Ezreal casts Arcane Shift away while knocked up so that it will happen immediately once the knockup has ended.
-Cho'Gath casts Feral Scream and silences Ezreal during the knockup animation and the "Silenced!" text is shown.
-The knockup animation ends.
-Even though Ezreal has clearly been silenced, his Arcane Shift spell still goes off because he buffered it BEFORE he was silenced during the knockup.


Kassadin can utilize this effectively using his Riftwalk. If you cast Riftwalk right before a stun hits, you will successfully cast Riftwalk and be able to auto-attack/cast your other abilities for a short time. Another example of this is when you see a crowd control travelling to you (like a Morgana/Lux snare or Taric stun) you can Riftwalk through it and start attacking. You will get hit by the CC but it won't really matter. Keep in mind this tactic is very advanced and the timing requires a lot of practice.

Synergies

Initiators:


  • These champions have a way of exploiting an enemy's poor positioning or taking immediate control of a team fight using their crowd control, allowing you to get free damage and better positioning on the enemy team.

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Divers:


  • Once a team fight has started, these champions use their damage and/or crowd control to help you kill the enemy carries. Make sure to follow up with damage on the enemy when these champions dive for you.
  • Communicate beforehand what champion you want to focus. Usually this is the enemy AD carry.

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Guardians:


  • These champions have a way of keeping you safe on your quest to kill the enemy carries.
  • Do not rely on these champions to save you in solo queue (or blame them for your death!) but make sure to follow through if they do use one of their long cooldowns on you.

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Spammers:


  • These champions have to spam spells to perform, giving you easy access to Force Pulse.

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Enemies:


  • These champions and items deal consistent magic damage over time, making it easy for you to keep Void Stone charged.

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Specific Champions:


  • Your up-front damage, silence, and slow set up Aatrox for his knock-up, slow, and sustained damage. Aatrox can also draw attention from the enemy team, allowing you to wreak havoc on the back line.

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  • Your silence and slow make it very easy for Cho'Gath to land his silence and knockup, making for easy kills.

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  • In addition to being effective assassins like Kassadin, Lee Sin and Jax can follow Kassadin over most walls that he Riftwalks over, removing the need for jump-wards.

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  • Your burst makes it easier for Mordekaiser to get a Children of the Grave ghost, and his Creeping Death gives both of you bonus durability for when you dive the enemy team.

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  • Your silence and slow make it easier for Skarner to close the gap to an enemy before dragging them to their doom with Impale.

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  • You and Thresh both have excellent disruption and diving, giving you the potential to make quick work of anyone near you. Thresh's Dark Passage can save you from risky dives when Riftwalk is on cooldown or you're silenced.

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  • Xin Zhao can completely isolate a target using his Crescent Sweep before knocking them airborne, making them very vulnerable to your burst.

Skin Tier List

GOD TIER: Deep One Kassadin
  • More directly based on the Cthulhu Mythos.
  • Green, blue, and purple go exceptionally well together.
  • Has Lovecraftian squids drawn on his war-kilt.
  • Yes, it's called a war-kilt. LOOK IT UP



ABOVE AVERAGE TIER: Harbinger Kassadin
  • What Kassadin would be like if he served the Void.
  • His war-kilt isn't jagged/square.
  • His weapon looks amazing, no longer looks like it was drawn in MS paint. 11/10 would cosplay. (pls do it someone)



VIABLE TIER: Classic Kassadin
  • Similar to Classic Shaco, using this skin means you're either really good or really bad.
  • Free
  • Color scheme is lacking. Blue, white, and black only belong together in a joke or something.



TRASH TIER: Festival Kassadin
  • Winter Olympics skin, so it's rare.
  • Red, green, and white color scheme belongs in a christmas display.
  • I may or may not be jealous of people that have this skin.



HEIMERDINGER TIER: Pre-Void Kassadin
  • His back looks derpy due to the lack of ventilator.
  • He's still human, yet he can use void powers. THIS ISN'T EVEN CANON WTF BLIZZ
  • Glowing eyes of any color are 159% cooler than brown eyes.
  • Korean pros only use this skin to inhibit their abilities, allowing them to play with mere mortals.

Voidwalker's Patch Notes

Patch 4.3 - Don't Fear the Nerfbat

Kassadin: Null Sphere damage reduced by 0/5/10/15/20. Silence reduced by 0.5 seconds. Force Pulse damage reduced by 0/10/20/30/40.
  • Just some straight numbers nerfs. Recouping the lost damage on Null Sphere takes ~30 AP, and Force Pulse takes ~60 AP. Overall makes starting a snowball a lot harder, reducing his effectiveness in competitive play, but Kassadin can still snowball really well, still good for solo queue.

Doran's Shield: Health reduced from 100 to 80. Health regen reduced from 10 to 6.
  • Still really good against heavy auto-attackers but it makes your laning phase a bit harder than pre-patch.

Tear of the Goddess: Now also grants +1 Maximum Mana per 8 seconds.
  • A really small buff to Tear, Seraph's is easier to get. You get an extra 75 Mana every 10 minutes.



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Patch 4.1 - League of Tanks

Riven: Base attack damage decreased, attack damage per level increased. Broken Wings damage per strike decreased from 30/55/80/105/130 (+0.7 bonus AD) to 10/30/50/70/90 (+0.4/0.45/0.5/0.55/0.6 total AD). Valor shield duration reduced from 2.5 seconds to 1.5 seconds.
  • Makes Riven's early game a little less ridiculous. She's still top-tier, but her Valor shield uptime is a little less frustrating.

Spirit Visage: Cooldown Reduction reduced from 20% to 10%.
  • Spirit Visage is still the best defensive Magic Resist item (Banshee's Veil is a close second) but it's a little less OP in that it doesn't give as much offensive/utility benefit.



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Patch 3.15 - Rise of the Samurai. Again.

Yasuo was added, in addition to lots of item and vision changes. The changes are hard to put in an itemized list, but they are reflected in the guide.



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Patch 3.13 - ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ

Kassadin: Magic Resist per level removed. Null Sphere damage decreased from 80/130/180/230/280 to 80/115/150/185/220. Silence changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2/2.25/2.5. Mana cost reduced from 70/80/90/100/110 to 70/75/80/85/90. Riftwalk now deals an additional 10% of Ability Power per stack, and refunds 50% of the total mana cost when Riftwalk damages an enemy champion.
  • Overall a slight nerf to Kassadin. You actually have to buy Magic Resist now (Merc Treads are great) and Null Sphere sucks. Level Force Pulse instead. The Riftwalk change is a buff to my RoA/Seraph's build and a nerf to the glass cannon Zhonya's/Seraph build.

Heimerdinger Rework: Max 3 Turrets. Turrets now have a beam attack that charges up over time. Hextech Micro-Rockets no longer lock on and are a skillshot. CH-1 Electron Storm Grenade travels much faster and slows instead of blinding. UPGRADE!!! now makes the next spell free and a bonus effect. H-28Q Apex Turret sets up a 4th large turret for 8 seconds. Hextech Rocket Swarm fires 4 waves of rockets instead of 1. CH-3X Lightning Grenade throws a grenade that has a bigger hitbox and explodes 3 times instead of 1.
  • Look out for his turrets' beam attack, they deal TONS OF DAMAGE if stacked up. Heimer is less of a lane bully and more of an ambush mage now.

Ahri: Essence Theft now heals for a flat amount when her enhanced spell hits each enemy instead of 35% Spell Vamp. Fox-Fire and Spirit Rush damage reduced. Charm now also increases the magic damage Ahri deals to the target by 20% for 6 seconds.
  • Ahri is less threatening damage-wise in lane, but has more sustain. Overall she deals less damage late game, but about the same damage as before if she hits Charm.

Morgana: Attack Range increased from 425 to 450. Basic Attack is more responsive. Tormented Soil no longer applies a Magic Resist debuff. Tormented Soil's damage now increases by up to 50% based on the enemy's missing Health. Damage now applies every 0.5 seconds instead of every 1 second.
  • Oh god, people might actually play Morgana now. Not much of a change. Might even be a nerf because of the loss of MR shred.

Swain: Carrion Renewal now also restores 9% of maximum Mana on champion kill/assist.
  • Oh god people might actually play Swain now.

Zed: Living Shadow missile speed slowed by a ton. Death Mark cast time increased from 0.35 to 0.75. Death Mark shadow now spawns at Zed's starting position rather than behind the target. Death Mark shadow duration increased from 4 seconds to 6 seconds. Increased the range at which Zed can switch places with his Death Mark shadow from 1100 to 2000.
  • Doesn't change much, just means it's harder for him to all-in when Living Shadow is on cooldown. He's also better at escaping with Death Mark, and Living Shadow's initial dash is MUCH slower.

Ziggs:Short Fuse base damage increased from 139 to 150. Bouncing Bomb will now cast when targeted outside of its maximum range, firing to the maximum range in the targeted direction. Hexplosive Minefield now deals more damage to minions on successive hits. Mega Inferno Bomb now deals double damage to minions.
  • Lots of quality of life changes. Now Ziggs is much easier to use.

Zyra: Deadly Bloom range reduced from 825 to 800. Damage changed from 75/115/155/195/235 (+60% AP) to 70/105/140/175/210 (+65% AP). Rampant Growth passive CDR reduced from 4/8/12/16/20% to 2/4/6/8/10%. Plant base damage changed from 26 (+6 per level) to 23 (+6.5 per level). Seed range increased from 800 to 825.
  • Nerf to support Zyra, buff to AP Zyra which no one plays anyway.



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Patch 3.10 - Rise of the Samurai

Master Yi Rework: Removed AP Yi from the game. Gave AD Yi a good version of Alpha Strike. Size increased. Taunt accuracy lowered from 100% to 33%.
  • All joking aside, this bugger can lane pretty well against you. His scaling is much better, but he's still a squishy dunkmaster that is susceptible to CC. He just has much more damage now. Also, no more 1000000 health per second Meditate.

Ryze: Overload cast range reduced from 650 to 600. Rune Prison cast range reduced from 625 to 600. Rune Prison mana cost reduced from 80/90/100/110/120 to 60/70/80/90/100. Spell Flux cast range reduced from 675 to 600. Desperate Power movement speed bonus increased from 35/45/55 to 60/70/80.
  • Null Sphere now out-ranges Ryze completely. The difference is only 50 range though, so a skilled player that queues up spells before entering range can probably still Rune Prison and/or Overload Kassadin before Null Sphere hits Ryze.

Twisted Fate: Loaded Dice remade. No longer grants 2g per kill to Twisted Fate's team, instead giving Twisted Fate 1-6g per kill, about 3.5g per kill on average. Pick a Card now has 8 seconds to lock the card and 4 seconds to throw it, instead of 10 seconds to do both.
  • The Pick a Card change helps out Kassadin a lot. One of the annoyances about laning against Twisted Fate early was that he could basically press W and zone you for 10 seconds. Now he can only zone you for a maximum of 4 seconds per Gold Card, which isn't very long if you ask me.

New Item - Spectre's Cowl: Recipe: Ruby Crystal + Negatron Cloak + 205 gold = 1400 gold. Stats: +200 Health +45 Magic Resist UNIQUE Passive: Grants +15 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.
  • Has a lot of potential on Kassadin with all the annoying %-health magic damage flying around nowadays. Helps against mages and might be a decent replacement for .

Banshee's Veil: Recipe Changed: Spectre's Cowl + Ruby Crystal + 875 gold = 2750 gold. (up from 2520g) Health increased from 400 to 450. Magic Resist increased from 45 to 55. No longer grants Mana. Additional UNIQUE Passive: Grants +45 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.
  • The old Banshee's Veil built from and gave mana which made it easily accessible, but you have to invest more into it now. No longer marginally useful for damage, the new Banshee's Veil is good against poke teams.

Spirit Visage: Recipe Changed: Spectre's Cowl + Kindlegem + 375 gold = 2625 gold. (up from 2200) Health increased from 200 to 400. Magic resist increased from 45 to 55. Now additionally grants +20 Health per 5 seconds.
  • As if the old Spirit Visage wasn't good enough! This is buffing Ryze and bruisers in general, but Kassadin can benefit from this item if he chooses to itemize like a bruiser. It used to be Spirit Visage was only good on champions that benefit from increased self-healing, but now you can pretty much build it on anyone. Might be a good anti-magic replacement for .



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Patch 3.9 - PULSEFIRE UDYR WHERe

Brand: Pillar of Flame mana cost reduced from 70/80/90/100/110 to 70/75/80/85/90. Conflagration mana cost increased from 60/65/70/75/80 to 70/75/80/85/90. Pyroclasm mana cost reduced from 100/150/200 to 100 at all ranks. Brand's Pillar of Flame hit delay normalized to 0.625 seconds.
  • Doesn't change much about the matchup, but his mana costs aren't ridiculous anymore, and his Pillar of Flame no longer explodes early/late.

Jayce: Transform: Mercury Hammer/Cannon no longer counts as a spellcast for items like Tear of the Goddess, Sheen, etc. Shock Blast base missile speed increased from 1350 to 1450. Acceleration Gate cooldown increased from 14/13/12/11/10 to 16 at all ranks.
  • Appropriately tones down Jayce's utility. Still an asshole in lane.

Kassadin: DOMINION ONLY: Riftwalk cooldown increased from 7/6/5 to 9/8/7, range reduced from 700 to 600.
  • Dominion? I guess this is a good change for the 100s(?) of people that play Dominion.

Kennen: Base Attack Damage reduced from 54.6 to 50.5. Mark of the Storm duration reduced from 8 seconds to 6.
  • Makes his early levels less ridiculous, and removes that annoying W spam trick.

LeBlanc: Sigil of Silence mana cost reduced from 70/75/80/85/90 to 50/60/70/80/90, silence duration reduced from 2 seconds to 1.5, initial damage reduced from 70/110/150/190/230 (+0.6 AP) to 55/80/105/130/155 (+0.4 AP), detonation damage increased from 20/40/60/80/100 (+0.3 AP) to 55/80/105/130/155 (+0.4 AP). Distortion mana cost increased from 80 at all ranks to 80/90/100/110/120. Ethereal Chains detonation timer reduced from 2 seconds to 1.5, root duration changed from 1/1.3/1.6/1.9/2.2 to 1.5 at all ranks, cooldown increased from 10 at all ranks to 14/13/12/11/10. Mimic mana cost removed. Mimic: Sigil of Silence now deals 100/200/300 (+0.65 AP) initial damage and detonation. Mimic: Distortion now deals 150/300/450 (+0.975 AP) damage. Mimic: Ethereal Chains now deals 100/200/300 (+0.65 AP) initial damage and detonation.
  • Overall makes LeBlanc a bit less of an early game champion. Her Sigil of Silence damage was reduced overall, but now she can deal actual damage with Mimic: Distortion and Mimic: Ethereal Chains. 2 Ethereal Chains is amazing for roaming and kiting, and her Mimic AP ratios are great. Still the most annoying matchup in the game.

Archangel's Staff: Mana Charge mana gained increased from 6 to 8.
  • Easier to charge, might be worth it to upgrade into rather than waiting for full charge on your staff.

Loading screen: The load screen now includes Summoner Icons.
  • TEAM DONGNITAS RAISE UR DONGERS OHMFLEXIN BASED DINO CHICKEN NUGS Kappa



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Patch 3.8 - Diablo 4

Kha'Zix: Evolved Claws now adds 8% missing health damage to Taste Their Fear, increased by isolation. Void Spike now slows targets hit by 20% for 2 seconds. Mana cost reduced by 5 per level. Bonus AD ratio increased from 0.9 to 1.0. Evolved Spike Racks no longer consumed or applies Unseen Threat. Void Assault damage reduction increased from 40% to 50%.
  • Void Spike was OP. No assassin should have a longrange-AoE-slow-nuke-heal. His AoE suffers greatly from these changes, so he's less useful in fights and in lane. His main allure was that he was a great laner and could poke/slow the entire enemy team while having assassin damage and resets.

Doran's Ring: Cost reduced from 475 to 400. Health reduced from 80 to 60. Mana restore on kill reduced from 5 to 4.
  • Now a viable - albeit risky - starting item and a cheap source of AP.

Doran's Shield: Cost reduced from 475 to 440. No longer grants Armor. Health Regen increased from 8 to 10. Unique Passive block increased from 6 to 8.
  • Viable starting item against auto-attack harassers. Kennen and Jayce are easier to manage early game now that this item is more accessible.

Malady: Removed from the game.
  • rip in peace malady never forget :^(

Nashor's Tooth: Combine cost increased from 430 to 850. Ability power reduced from 65 to 60. Additional Passive - Basic attacks deal 15 (+15% AP) magic damage on hit.
  • Now a hilarious split-push item, and is actually decent super late game when you have a ton of AP. Kassadin can use all of its stats and the passive synergizes well with Void Stone and Nether Blade.

Jungle Changes: Small camps respawn 10 seconds faster (excluding Wraiths) and spawn time changed from 1:40 to 1:55. Ancient Golem and Lizard Elder experience reward increased from 220 to 340.
  • Doesn't change much of anything, just makes early invades and buff steals even more game-changing. Golems still get killed by strong level 1 duos on blue side. Also, early jungle wards are even more useful as there is a 100% chance the enemy jungler is starting Red or Blue.



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Patch 3.7 - Nerf Master Suck Town

Diana: Moonsilver Blade damage reduced slightly. Pale Cascade shield reduced from 55/80/105/130/155 (+0.45 Ability Power) to 40/55/70/85/100 (+0.3 Ability Power) but now stacks instead of refreshing.
  • Diana won't be able to shield Null Sphere as easily now, but if she has control of the minion wave she will get a bigger shield.

Twisted Fate: Blue Card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 AD). Stacked Deck no longer gives Cooldown Reduction, but Attack Speed increased from 3/6/9/12/15% to 10/15/20/25/30%. Destiny cooldown increased from 150/135/120 to 180/150/120.
  • Twisted Fate actually needs to manage his mana now! Fewer Wild Cards in the laning phase makes him less dominant before blue buff comes into play. Increased cooldown on Destiny along with the removal of his innate CDR makes his early ganking less dominant. TF will only get 2 or 3 Destiny ganks off before laning ends.



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Patch 3.6 - Wrath of the Ice Queen

New Champion - Lissandra: http://leagueoflegends.wikia.com/wiki/Lissandra
  • A mobile mage with good wave-clear and great utility including a targeted stun, Lissandra is a champion to keep an eye on as Kassadin.

Potions: Limited to 5 each at a time.
  • An interesting bandaid fix by Riot that fails to address the root of the problem: the lack of starting item choices. This does hurt Kassadin a bit because his early laning is so bad, but other champions will have less sustain as well, making your harass actually stick. Kassadin was even shown in the patch preview video! Faerie Charm/wards/pots or Flask/pots are my preferred opening sets now.



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Patch 3.5 balance update

Akali: Mark of the Assassin initial damage reduced from 45/70/95/120/145 to 35/55/75/95/115. Mark detonation damage Ability Power ratio increased from 0.4 to 0.5.
Essence of Shadow charge rate increased from 25/20/15 to 35/25/15 seconds.
  • Finally hit Akali where she needed to be hit - her base damages. Now she has base damage on her harass suitable for a melee hypercarry. The ult nerf might be a bit much, but it decreases her early-game mobility and frequency of trades.

Lux: Movement speed reduced from 340 to 330. Final Spark cooldown increased from 80/60/40 to 80/65/50 seconds.
  • She can still kite and maintain great zone control and instantly clear every minion wave with blue buff + Deathcap + Morellonomicon, still a really strong champion just a tiny bit less mobile.

Morgana: Dark Binding mana cost reduced from 60/75/90/105/120 to 50/60/70/80/90. Soul Shackles mana cost reduced from 100/150/200 to 100 at all ranks.
  • Mana costs are a very good way to buff a champion without affecting much. Morgana will probably see more play, if only as a support.

Muramana: Toggle damage changed to physical from magic.
  • RIP Muramana build, no longer viable on Kassadin.



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Patch 3.5 - Karma's a Bitch

Karma Rework: Completely new kit.
  • She still bullies melee early, but now she kites them better and has better 1v1. Her W-ultimate is like a Fiddle's Drain that you can't interrupt. I predict she will be a moderately difficult lane opponent because her early levels are so annoying and she has good kite late-game.

Akali: Twilight Shroud bugfixes. Lingering stealth removed, stealths and unstealths quicker. Attacking from the shroud will reveal Akali earlier and delays stealth longer.
  • Makes her less annoying to fight in lane, but we max E against her anyway so it's really more relevant for other champions. Remember kids, always buy pink wards against Akali.

Rumble: The Equalizer no longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay. Burn damage per second increased from 100/140/180 (+0.2 AP) to 130/185/240 (+0.3 AP) (total damage dealt across the full duration is unchanged)
  • Basically a huge nerf to Rumble unless you stand in his ultimate for 2 seconds, which is never going to happen. This makes it harder for Rumble to snipe kills with the impact damage. The way to counter this is saving Riftwalk until he casts his ultimate to make sure you get out of it ASAP.

Udyr: Armor/MR increase on passive replaced by Movement Speed increase. Bear Stance grants more movement speed over a shorter duration and, while the movement speed bonus is active, Udyr ignores unit collision and performs a short dash toward his target on stunning attacks. First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack.
  • Udyr's early game is pretty stupid now, if you're against him always buy a ward and avoid pushing. His Bear Stance changes allow him to catch you very quick, and his Phoenix Stance changes allow him to deal way more burst damage.

Turrets: Now deal more damage to champions, with consecutive attacks dealing even more damage than before. Siege minions take more damage and deal less damage to turrets. Super minions take more damage from turrets.
  • This makes clearing a siege wave at your turret less daunting, and (hopefully) deters early tower dives.



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Patch 3.04:

Iceborn Gauntlet: Armor increased from 60 to 70 and Ability Power reduced from 40 to 30.
  • Now that Seeker's Armguard exists, there really isn't a point to this item unless you have a really bad team comp (no CC) and are against an easily kited team. It's a very situational item now.



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Patch 3.03:

Nothing really relevant for this patch.



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Patch 3.02:

Athene's Unholy Grail: Cooldown reduction increased to from 15% to 20%.
  • This item plus 20% from Blue Buff puts you at the CDR cap. I still don't like this item very much, but I can't deny the fact that it's awesome against double AP comps. More MR and more silence uptime.

Deathfire Grasp: Total cost reduced from 3300 to 3100, Cooldown reduction reduced to from 15% to 10%.
  • Riot basically hit the nail on the head with this change. You don't buy DFG for the CDR, you buy it for the active - and now we're getting it 200g earlier.

Rabadon's Deathcap: Total cost increased from 3200 to 3300. Ability power bonus increased from 25% to 30%.
  • Ah, old deathcap. This is a small bonus if you just have RoA and Deathcap, but it pans out to be huge when you have a full build. Deathcap has always been core on mages, and now our full build has a lot more power.



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Patch 3.01:

Elise: Neurotoxin mana cost increased to 80/85/90/95/100 from 60.
  • This makes laning against Elise a little easier. Now she will run out of mana if she rushes spell pen, or her build will be delayed 700g if she buys Tear of the Goddess.

Deathfire Grasp: Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000). Ability power increased to 120 from 100.
  • More late-game AP and a better buildup makes your mid to late-game better.

Doran's Shield: Health regen per 5 seconds increased to 8 from 5.
  • I'll have to test this out, but I feel starting potions and flask is still a better option against auto-attackers.

New Item - Seeker's Armguard: Recipe: Cloth Armor + Cloth Armor + Amplifying Tome + 125 gold = 1160 gold. Stats: +30 Armor +25 Ability Power UNIQUE Passive: Kills grant 0.5 bonus Armor and Ability Power. This bonus stacks up to 30 times.
  • A great item to buy against AD mids, this justifies buying 2 Cloth Armor early. It's a relatively cheap source of Armor and AP making it a great mid-game item against heavy AD comps. Builds into Zhonya's Hourglass instead of Chain Vest.

Zhonya's Hourglass: Recipe changed: Seeker's Armguard + Needlessly Large Rod + 650 gold = 3410 gold (from 3100). Ability Power increased to 120 from 100.
  • Increases your late-game AP and gives you a balanced mid-game option against physical damage.



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Preseason Balance Update 2:

Diana: Lunar Rush cast range increased to 825 from 750.
  • This just means she can follow you a lot easier and is harder to kite, also the range matches Crescent Strike.

Evelynn: Agony's Embrace damage changed to 15/20/25% of the target's current health from 15/20/25% of their max health. Cooldown increased to 150/120/90 seconds from 120/90/60. Cast range reduced to 650 from 800.
  • A well-deserved nerf in the correct area. The scaling change on Agony's Embrace will weaken Evelynn's ability to finish off enemies from range, which means most Evelynn players will use this for initiation.

Kassadin: Fixed an issue where Force Pulse would sometimes fire backward after using Riftwalk.
  • LOL YEAH RIGHT RIOT seriously they've "fixed" this like 9 times, but we'll see.
  • WOW THEY ACTUALLY FIXED IT 10/10 RIOT HOW DO YOU DO THAT THING YOU DO WITH THE PATCHES.

Kha'Zix: Unseen Threat damage reduced at later levels. Slow reduced to 25% from 35%. Taste Their Fear bonus attack damage ratio reduced to 1.5 from 1.6, isolation bonus attack damage ratio reduced to 2.0 from 2.4.
  • Reducing the scaling on Taste Their Fear by 7% (17% for isolation) won't affect much at all until late game and even then it's a small nerf. Honestly I feel Evolved Wings would be a better place to nerf him. Doesn't really change anything.

Talon: Cutthroat now amplifies damage done to the target. (bugfix) Noxian Diplomacy bleed damage reduced. Shadow Assault damage reduced from 120/170/220 to 120/190/260. Bonus attack damage ratio reduced to 0.75 from 0.9.
  • Cut his AoE damage a little bit but overall increased his late game single target burst.

Banner of Command: Now grants 10 less Ability Power. Added 10% Cooldown Reduction.
  • I'll have to experiment with this, but I might consider rushing against AD mids and later upgrading it to Banner. We'll see.

Crystalline Flask: Costs 345g, up from 225g. Restores 120 Health and 60 Mana over 12 seconds,
changed from 100 Health and 40 Mana over 10 seconds.
  • This seemingly minor change actually affects the meta in quite a drastic way. It reduces sustain before the first back, and decreases the likelihood of opening with a ward - now players have to choose between 1 pot and 1 ward OR 3 pots.
  • The cost change means our starting build is going to be Flask and 3 pots. We will lose our ward and 240 HP of sustain, but the sustain will even out on the 4th back.
  • Each charge of flask used to be worth 37.3g, making it "worth it" after the 6th charge. After the patch, each charge is worth 49g, making it "worth it" after the 7th charge.

Iceborn Gauntlet: Duration of slow field reduced to 2 seconds from 3. Slow percentage reduced to 30% from 35%.
  • IBG Ezreal will still be really annoying and this is still a great item. Giving this the Frozen Mallet treatment (less slow on ranged champions) would be better IMO.

Will of the Ancients: Cost increased by 50g, builds out of Kage's Lucky Pick.
  • Basically every support will buy this because the other upgrades for Kage's aren't great aside from . From a metagame standpoint this will make increase late-game sustain, making sieging harder, which I don't really like.

Change Log

June 18th, 2014 - Removed Doran's Blade start. 3% Lifesteal < 5 Life on Hit until you have 166 AD, not going to happen.

June 13th, 2014 - Added Doran's Blade start. Bought it as a troll item, turns out it's REALLY good against Fizz/Talon/melees if the enemy jungler is low pressure.

June 4th, 2014 - Updated for 4.9.

May 27th, 2014 - Added the ever-popular anti-AD Kassadin build.

May 8th, 2014 - Updated for 4.7. I don't understand why nerfing a 1.5 second magic-only shield into the ground was necessary, but it hardly affects my playstyle.

April 21st, 2014 - Updated for 4.6 and the Kassadin rework. I feel that I now have enough experience with the new Kassadin to revise this guide.

March 9th, 2014 - Updated for 4.3 finally. Sorry if I'm getting a bit lazy with updates, haven't been playing much. I want to expand more on the guide but I'm waiting for the impending Kassadin rework.

January 19th, 2014 - Updated for the 2014 Season. Still playing lots of PBE Kassadin.

January 8th, 2014 - Updated for the current patch. Reformatted everything with the new Solomid website. I was going to wait until the PBE Kassadin changes went live, but it looks like it's going to be another patch or two.

October 29th, 2013 - Updated for Patch 3.13. Big nerfs to Kassadin and buffs/QoL changes to lots of mid laners. Should be an interesting patch! Also 4 million views.

August 2nd, 2013 - Updated for Patch 3.10. New Spirit Visage/Spectre's Cowl instead of Catalyst/RoA has potential on Kassadin, let me know if you try it out.

July 26th, 2013 - Added Aatrox synergy.

July 20th, 2013 - Added late-game build examples and a section on maximizing the distance you travel with Riftwalk. Will add a video for that soon.

July 10th, 2013 - Updated for Patch 3.9. Updated several matchups. Updated Rune Page 1 to include Magic Resist instead of Movement Speed.

July 1st, 2013 - Minor edits, 100 likes!

June 24th, 2013 - Updated for Patch 3.8. Added Doran's Ring and Shield as starting items, clarified that Tear of the Goddess is not an item you should buy 100% of the time. Added Jayce matchup. Moved Nashor's Tooth from do-not-buy list to situational items. P.S. Sorry about the slow updates. Can't play LoL very much because of an injury but I watch streams all the time now. Also 2.3 million views wtf.

May 21st, 2013 - Updated for Patch 3.7. Added Rejuvenation Bead as a starting item.

April 30th, 2013 - Updated for Patch 3.6. Changed starting items and core items to include Tear of the Goddess/Seraph's Embrace. It's really strong on Kassadin! Added Karma matchup (finally played against more than one lol) and Lissandra matchup.

April 10th, 2013 - One million views, wow. Thanks guys & girls. Updated for Patch 3.5 balance update. (These patch names are so inconsistent, riot pls.) Moved Muramana to the do not build section.

March 28th, 2013 - Updated for Patch 3.5, will add Karma matchup in the next few days.

March 25th, 2013 - Added skin tier list.

March 20th, 2013 - Updated for Patch 3.04. Changed the guide to better reflect how amazing Seeker's Armguard is. Playing Monster Hunter 3 Ultimate entirely too much.

March 3rd, 2013 - Updated for Patch 3.03. Added Kayle matchup (sorry this took so long!) and added more info about Teleport to Twisted Fate matchup.

February 14th, 2013 - Updated for Patch 3.02. Added Athene's Unholy Grail. Happy Valentine's Day!

January 31st, 2013 - Updated for Patch 3.01. Added synergy with Thresh. (He's fun!) Added Seeker's Armguard to items. Updated some matchups to reflect recent item changes. Happy birthday Gordon!

January 17th, 2013 - Riot actually fixed Reverse Pulse! Removed that chapter because it's outdated now.

January 15th, 2013 - Updated for Preseason Balance Update 2.

January 10th, 2013 - Added a new chapter, Voidwalker's Patch Notes. I will break down and analyze PBE and Live changes to the game relevant to Kassadin.

January 7th, 2013 - Updated matchups.

January 6th, 2013 - GUIDE APPROVED! Added a few more items to the "do not buy list."

January 3rd, 2013 - Fleshing out the items section a bit, adding a "do not buy list" and more explanation for certain items.

January 2nd, 2013 - Guide released!

Parting Words

Thanks for reading! I hope I've helped you better understand the Voidwalker.
Shouts out to Lil B "BasedGod" and "THE PIE" Michael "imaqtpie" Santana.
If you have something to say, please remember to drop a comment below!
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