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KASSADIN BUILD GUIDE: "The magic ends here!" - Patch 4.3 by RathalosHater

by RathalosHater (last updated 1 month ago)

Featured4,746,163 Views 71 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
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. He is a sort of anti-caster with Void Stone and Null Sphere, which is why he goes middle lane - to lane against other 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 high burst and long silence/slow. He has recently seen a surge of competitive play because of his strong roaming and snowball potential.

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 so much health. (Translated version: warmogs kass troll pls report) I believe that Kassadin can be effective both as a squishy all-in assassin and as a tanky disruptive anti-mage.


I tried to sum up Kassadin in one clip, and here it is. This really showcases his burst and ability to get away from extremely risky situations.

Runes

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: Physical damage is Kassadin's biggest weakness. Even if you're against a caster like Ahri you still get harassed quite a bit with auto-attacks. At level 1, this will double your Armor, decreasing physical damage taken by an additional 11.4%.

Magic Resist Glyphs: Magic Resist helps you shrug off early game harass and keep trades in your favor. You'll start the game with 43 Magic Resist - combined with your passive you will resist 40% of all magic damage.

Ability Power Quintessences: 15 Ability Power will increase the damage of Null Sphere and Force Pulse by 10. That might not seem like much, but that's a 12.5% increase at level 1. This will help your pre-6 laning significantly.

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 a good option against early auto-attack harass.

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 4 when you have level 2 Force Pulse by coordinating with your lanes and jungler.
Flash & Ignite
Ignite gives you extra kill pressure. It gives you enough damage to 1v1 most laners at full health by around level 9. When auto-attacks can't quite finish someone off, there's Ignite. When a tower dive is a bit too risky, there's Ignite. Healing? Ignite. You get the point.
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 Easy 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.

Doran's Ring is a strong starting item for applying pressure against someone you know you will stomp in lane.
Final Build(s)
Standard Final Items
The best overall build for Kassadin. Zhonya's Hourglass, Rod of Ages, and Seraph's Embrace offer defensive stats, and the full build has incredible amounts of Ability Power and Mana for high Riftwalk damage.
Build Order
3
This build is all about balancing starting and finishing your ramp-up items: Tear of the Goddess, Rod of Ages, and Seeker's Armguard. You want to start charging Tear of the Goddess ASAP, followed by Rod of Ages. Seeker's Armguard isn't a priority because it doesn't have to be charged once it is upgraded into Zhonya's Hourglass. Upgrading into Archangel's Staff will make you charge its passive faster as well as giving you more damage.

Situational Items

Haunting Guise
With Sorcerer's Shoes, you'll have 8%+38 Magic Penetration. That means you'll be dealing True damage to anyone with 42 MR or less - precisely the amount most ranged characters have. The extra Health and AP are very nice as well. This item is very efficient early-game, but falls off later. Not worth upgrading to Liandry's Torment.
Deathfire Grasp
Great for an enemy team that heavily relies on one champion for damage. The active is the main reason you're buying this. Always open your combo with DFG to deal bonus damage to your assassination target.
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 CC uptime.
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 - a whopping 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
Generally you want to max Force Pulse over Null Sphere first because of the higher base damage, the fact that it's AoE, and the stronger slow.

Level 2
In either of the skill builds, you need to decide between Force Pulse or Nether Blade at level 2.

Pros:
  • Enables you to last hit caster minions at tower (Very important)
  • Insane mana regeneration (An extra 50 mana per wave)

Pros:
  • Easier to escape and enable jungler ganks
  • More burst damage

I take Force Pulse at level 2 if my opponent has started with less potions or otherwise has less health sustain than I do OR when I know there are going to be early jungle ganks. If the enemy laner is pushing against me, I stick with Nether Blade as it allows for easier last hitting under tower.

Skills

Void Stone
Passive: Void Stone
Kassadin takes 15% reduced magic damage (applied after magic resist) and transforms this damage into bonus attack speed.

Every 1 point of damage mitigated converts to 1% attack speed. For example, if a spell is fired at you for 280 damage, the damage is reduced to 238 and you gain 42% attack speed. If you itemize for health rather than magic resist, you'll have a much easier time utilizing this passive. This is what ties together Kassadin's kit, and it pains me that so many people overlook it.

The Details:
This greatly increases the defensive value of health (~17.6% increase) as well as giving health an offensive use. For every 100 damage you take, you will gain 17.6% attack speed. So, at level 18, Kassadin will need 229.1% bonus attack speed to reach the cap. This requires him to take 1300 magic damage.

Effects and items like Arcane Blade, Thornmail, and Sunfire Cape actually end up helping Kassadin because they refresh Void Stone on every hit. Always take into account how much attack speed you currently have and if it would be safe to turn around and auto-attack.

Null Sphere
Q: Null Sphere
Kassadin fires a void bolt dealing 80/110/140/170/200 (+70% of ability power) magic damage and silencing the target for 1/1.25/1.5/1.75/2 seconds.

Cooldown: 9 seconds

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

Range: 650


Explanation:
Main harass nuke. Hold the ~ key to make it easier to land on champions that stand near minions. Don't forget that the silence will interrupt and prevent champion abilities and from being cast. Unlike Force Pulse, this ability will draw minion aggro.

Nether Blade
W: Nether Blade
Passive: Kassadin's melee attacks draw energy from the void, restoring 8/11/14/17/20 mana each hit. If this effect is triggered from attacking a champion the amount of mana restored is tripled to 24/33/42/51/60.

Active: Kassadin charges his nether blade, gaining 30/45/60/75/90 (+30% of ability power) bonus magic damage dealt on hit for 5 seconds.

Cooldown: 12

Cost: 25 mana


Explanation:
Helps you sustain your mana all game, also you hit surprisingly hard with this on. I skill this once and leave it there until late game.

Utilizing Nether Blade/Void Stone correctly is what separates the good Kassadins from the great Kassadins.

[http://i.imgur.com/tIp1C.jpg]

...Ahem. Gauge the amount of damage your Nether Blade does and how much Void Stone attack speed you have, and considering auto-attacking in a trade. Sometimes it will be beneficial to all-in after eating a couple spells. This sense can only be attained by playing Kassadin a lot.

PROTIP: If you are out of mana and just need a bit more for Riftwalk, turn around and melee a couple times to get your mana back.

Force Pulse
E: Force Pulse
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 80/120/160/200/240 (+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. There are a few matchups in which I would recommend maxing this after you put two points in Q. More info in the matchups section. 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 you anticipate the enemy will retaliate with a spell before you silence them.

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, Udyr, Shaco, and Skarner.

Riftwalk
R: Riftwalk
Kassadin teleports to a nearby location dealing 80/100/120 (+80% of ability power) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk in the next 8 seconds costs 100 additional mana and deals 50/55/60 (+10% of ability power) additional damage. If Riftwalk damages an enemy champion, Kassadin gains back 50% of the total mana spent on Riftwalk.

Cooldown: 7/6/5 seconds

Cost: 100 mana

Range: 700


Explanation:
Disregard walls, acquire currency.

This does very high damage for such a low cooldown, but using this spell for damage puts you in melee range. Only use Riftwalk for damage when being in melee range is safe, or when you have a method of escape. Also, this spell gives Kassadin a very brief period of immunity, similiar to Shaco's ultimate, that allows experienced players to dodge otherwise unavoidable spells.

Be careful with your stacks on this, you really don't want to run out of mana. Stay hidden from the enemy team as much as possible and use terrain to your advantage. This makes Kassadin near impossible to catch up to or get away from.

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.

PROTIP: If you are tower diving a champion, using Riftwalk will drop tower aggro from you IF there is another champion or minion attacking your target.



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This video demonstrates, at half speed, a Kassadin completely avoiding Final Spark by Riftwalking through it. Although Kassadin was in Final Spark's hitbox, Riftwalk gives him a very brief period of immunity.

About the Author

My IGN is "Rathalos Hater", formerly "Best Kassadin NA" and "DarkRathalosH8R". I've been playing LoL for a couple years now. I ended Season 3 with Platinum, 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. I even played WoW professionally for a while! Currently residing in Orlando, FL, working as a freelance web admin/graphic designer to put myself through school.

Early Game - Laning and Combos

Have your support ward the bush next to enemy wraiths, and when that ward expires (or if they didn't place one) put down your starting ward there. Kassadin is extremely weak until he gets Riftwalk, so your main goal while laning is to survive to level 6 and hopefully get a good amount of farm on the way.

Use your Null Sphere and Force Pulse to harass as often as possible, but be careful as this does draw creep aggro. That being said, try to harass mostly in between waves if minions are eating you up. 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 kills a melee minion, and 1 tower shot + 1 Nether Blade auto kills a ranged minion. If Nether Blade isn't available, 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.
  • Consider using this combo while you're only at 4 Force Pulse stacks. Your opponent might not expect it.
  • Use Nether Blade to utilize this combo at only 3 Force Pulse stacks!

Combo Breaker: -> -> -> -> Auto Attack
  • Kassadin's main all-in combo.
  • This combo puts you in melee range of a silenced and slowed enemy to allow for Nether Blade auto attacks.
  • Use Riftwalk on top of your target if you want damage, or behind them if they have an escape method.

The Ganker: -> -> -> -> -> Auto Attack
  • 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.

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Here's a clip of me laning against a Twisted Fate, showcasing one of the main combos you use as Kassadin - the Combo Breaker. As soon as I saw Twisted Fate moving in for a Gold Card, I used Riftwalk right on top of him for the damage and to close the gap. I silenced him with Null Sphere while stunned using a Buffered Input Command, used Force Pulse, and finished off the trade with a few Nether Blade auto attacks. Because of the lengthy silence offered by Null Sphere, Twisted Fate was unable to finish his combo and unable to retaliate until he was already at a big disadvantage.

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 190 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 DPS 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, but gives the rest of your minions 100 extra HP. This stacks up to 3 times, once for each inhibitor down. A lane with no inhibitor with naturally push very fast, and even the lanes with inhibitors up will push - albeit slowly - because of the HP bonus your minions have. This gives your team map control because super 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 that of an assassin. Your job is to disrupt the enemy carries, by harassing them, silencing 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 magic damage you have taken and what cooldowns the enemy has up. Don't activate Nether Blade until you have a good amount of attack speed from Void Stone, or if you need it to clean up a kill.



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.

But Rathalos Hater, why do you think Kassadin can build tanky? Doesn't he need AP/Attack Speed?

Full AP Kassadin definitely has its uses, but there gets to be a point where the AD carry you're trying to assassinate gets stronger than you. You might be able to get them to 20% health, but if they turn around and auto-attack you to death in 3 seconds flat, you're no good. Building Kassadin like a semi-bruiser gives you the ability to burst more often and be more disruptive in team fights. What's that? You think health is too expensive to waste money on? It has no offensive benefits for an assassin? While that's normally true, you must take into account our friend Void Stone.

Normal value of 1 health: 2.17g
Value of 1 health adjusted for Void Stone mitigation: 2.55g
Normal value of 1% attack speed: 32.1g
Every 85 HP (216.7g) gives you 15% attack speed (481.5g), attack speed value per health: 5.66g
TOTAL value of health: 7.83g

For example, if you buy a Warmog's Armor, that's 1000 bonus health. Adjust for Void Stone and that's 1176 EHP. So, taking 1000 magic damage gives you 176% attack speed - 5649g worth - for 5 seconds.



tl;dr building health on Kassadin is really strong.

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.

Lane Matchups

Need info fast? Press Ctrl+F and type the name of the champion you're trying to look up!


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Ahri

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

You should win this matchup. As long as you avoid Charm, she has literally no killing potential as you can just silence her if she tries to ult on you. Late game, make sure you use Null Sphere to stop her from ulting your team. Her one biggest chance to kill you is when she hits 6. If you don't have Riftwalk yet you will probably die, so try to hit level 6 before her - coordinate with your jungler and try and force her back early.

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Akali

Difficulty: 7/10
Runes: Setup 1
Masteries: Setup 2

Akali can follow you very easily using her ultimate, so she does have kill potential on you. However, most Akalis build squishy, so it can really go either way. She has superior sustain that requires some spell spam, which is why I recommend maxing Force Pulse. This will force her to be out of energy constantly from countering your push, and Force Pulse will be able to damage her through her Twilight Shroud. Always have a Vision Ward on hand in case you have an opportunity to kill her. Drop it on her Twilight Shroud and you will be able to see her.

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Anivia

Difficulty: 3/10
Runes: Setup 1
Masteries: Setup 1

Early on this is a very annoying matchup. Avoid Flash Frosts and get as many minions as possible. Once you hit 6 you should be able to pop her egg, perhaps killing her or at the very least forcing her back. Anivia is a utility carry that wants to farm up for team fights, so make sure you are punishing her for trying to farm in your lane.

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Annie

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

Annie has a very long auto-attack range and a low-cooldown harass, so this lane is hard at first. Try not to get stunned. You can tell when she has her stun up by looking for a smoke effect on Annie, it looks like a white Force Pulse. When she hits 6 she will most likely try and kill you, so stay healthy. Once you have Null Sphere maxed you start to dominate this matchup. Annie is a squishy caster, you are Kassadin the tanky anti-caster. Tibbers' persistent AoE and Annie's Molten Shield will make it easy for you to charge Void Stone.

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Brand

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

Most Brand combos consist of Conflagration, Sear to stun, then Pillar of Flame. As long as you avoid Sear and Pillar of Flame and this is an easy matchup. Brand's passive makes it easy for you to charge Void Stone, but scales with your max HP. If he gets out of hand, consider buying Magic Resist.

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Cassiopeia

Difficulty: 9/10
Runes: Setup 3
Masteries: Setup 2

A good Cassiopeia is one of the hardest counters to Kassadin. Even though you can maintain your Void Stone with ease because of all her DoT effects, her all-in is still stronger than yours. Even though you can burst her down, she can harass you more effectively. She will try and use Noxious Blast on minions you're trying to last hit, which makes your laning phase hell. You'll need a lot of potions for this matchup - rush ASAP! If you think Cassiopeia is going to ult you, make sure you face away or Riftwalk behind her so you don't get stunned.

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Cho'Gath

Difficulty: 8/10
Runes: Setup 1
Masteries: Setup 2

Cho'Gath has incredible amounts of sustain, is naturally tanky, and has a longer silence than you do. He simply can't lose lane to you. My recommendation for this matchup would be to simply survive until you can get kills from roaming, because there's a very small chance of you winning against Cho'Gath.

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Diana

Difficulty: 7/10
Runes: Setup 1
Masteries: Setup 1

Diana is very similar to Kassadin in that she is a melee AP caster. Diana generally wants to build tanky items like to be able to survive her heavy dives. Crescent Strike is hard to dodge and punishes melee champions, but try dodging to the right if you're on blue side, or to the left if you're on purple side. Be careful with her ultimate as it has a longer range than yours and is refreshed if her target was hit with Crescent Strike. Avoid fighting her in an all-in 1v1, instead try and harass her down with long range combos and roam to pick up some kills.

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Elise

Difficulty: 8/10
Runes: Setup 3
Masteries: Setup 1

Elise has great harass with Neurotoxin. You can avoid her Cocoon easily once you get Riftwalk. If you try to escape or chase her, she can use Rappel to jump to you or your allies, but this is on a lengthy 26s cooldown. The key here is that her all-in is way stronger than yours, so stay healthy, avoid 1v1ing her, and try to survive to roam to other lanes. She will usually build something like which will negate your MR. Her spells scale off of your max HP so buy an early instead of stacking health.

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Evelynn

Difficulty: 2/10
Runes: Setup 2
Masteries: Setup 1

Evelynn is an AP assassin that is weak until she gets her ultimate - just like Kassadin. She is an easy matchup because of this fact. Harass her like you would most champions, but stay healthy as her burst is very strong. Evelynn turns invisible after being out of combat for a while, so consider pink warding in the middle of your lane to see which lane she is roaming to.

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Fiddlesticks

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

Fiddlesticks doesn't have enough damage to 1v1 you, but too much sustain for you to beat him. Once you hit 6, start pushing him to tower and roam for kills. He can't really push back without blowing his ultimate. Your Null Sphere interrupts his Drain and Crowstorm as they are both channeled abilities, so make sure you pay attention to him in fights if he becomes a problem.

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Fizz

Difficulty: 9/10
Runes: Setup 3
Masteries: Setup 2

I don't have a lot of experience with this matchup, as good Fizz players are hard to come by, but it is very hard. Fizz relies on all-in capability and does a lot of damage with his auto-attacks, so Null Sphere doesn't help too much with him. Rush Catalyst ASAP as you need to stay healthy in this lane or you will end up feeding. If you get ahead, put a few extra points in Nether Blade early and you might be able to out-trade him in melee range. Rather than buying I would buy because you will end up needing the MR.

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Galio

Difficulty: 7/10
Runes: Setup 1
Masteries: Setup 2

Very similar to . Galio is naturally tanky, has great sustain, and pushes hard. He wants to use his Resolute Smite on you when you go and last hit a minion, so try and feign an early last hit and blow the cooldown. Galio will usually build items like making him near impossible to kill, so just build for mid/late game and roam when you can. Remember to use Null Sphere to cancel his ultimate if you can.

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Gragas

Difficulty: 5/10
Runes: Setup 2
Masteries: Setup 1

He gives you a hard time before level 6 with his Barrel Roll and high hp regen, but after you get your ultimate he's easy prey. Watch out for his auto-attacks, they hurt while his Drunken Rage is up. You might have a hard time killing him because of his stupid long range, so make sure to roam. However, Gragas will try to keep your lane pushed to deny you from roaming, and can follow your roam well with Body Slam, so act fast when you roam.

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Heimerdinger

Difficulty: ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ/10
Runes: Setup 2
Masteries: Setup 1

You will lose pre-6 like most matchups, but once you get Riftwalk this lane becomes a bloodbath. Heimerdinger will most likely look to set up camp in middle lane and get your tower early. Destroy his turrets early so they don't stack up and become hard to manage. Look out for his ultimate (the ice turrets) because he can kite you effectively with it. Never let him kite you under his turrets as they do a lot of damage over time.

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Jayce


Difficulty: 8/10
Runes: Setup 3
Masteries: Setup 1

Jayce can basically do everything except sustain - until he gets lifesteal. He has high base damages and great auto-attack harass, which will make your early laning quite difficult. Consider starting to mitigate auto-attack harass and rush to guard against his physical damage. In case you didn't know, PROTIP: DODGE SHOCK BLAST. Glad I gave you that gem of knowledge I bet. Because Jayce is so reliant on hitting you with Shock Blast, it's important that you clear waves quickly, which is why I recommend maxing Force Pulse.

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Karthus

Difficulty: 2/10
Runes: Setup 2
Masteries: Setup 1

You can stack Void Stone very easily in this matchup. Karthus will push and farm constantly, which involves a lot of spell spam, which means easy Force Pulse charges for you - max it first. Dodge his Lay Waste and this is a very easy lane. If you see Karthus casting his ultimate, make sure you interrupt it with Null Sphere.

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Karma

Difficulty: 3/10
Runes: Setup 1
Masteries: Setup 1

New Karma still sucks. She's pretty good at kiting and punishing melee champions, but she has to push the lane to do so. You can pretty easily last hit under tower with Nether Blade so this isn't an issue for you. Try to keep up in farm and hit level 6 and you win the matchup. The only time she is even remotely dangerous is with a high-damage jungler like because she has a lot of utility. Her Focused Resolve is something to watch out for in fights - it's a tether that snares you if you stay near her for the full duration, and if she chooses to spend Mantra on it, will heal her for her missing health.

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Katarina

Difficulty: 5/10
Runes: Setup 2
Masteries: Setup 1

A smart Katarina will give you a hard time in lane, but you will beat her later. Bouncing Blades are really annoying. She can chase you with Sinister Steel and Shunpo but you should be able to out-damage her with Nether Blade. Always keep an eye on her in fights and remember to silence her ultimate. If Katarina maxes Bouncing Blades first, try to melee her often. If she maxes Sinister Steel, try to stay away from long engagements and instead strategically poke with combos.

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Kayle

Difficulty: 8/10
Runes: Setup 3
Masteries: Setup 1

Kayle's early game against melee is stupid strong, hybrid ranged damage, sustain, and slow means you will definitely get pressured hard early. This is why I prefer running HP regen quints. This matchup is mainly about surviving until mid-game when you can help your team by roaming. Stay away from your own minions while Righteous Fury is up, and move in aggressively when it expires - it has a rather lengthy cooldown before she starts picking up CDR items. Late game her ultimate will cause you a LOT of pain as it makes it virtually impossible to burst your desired target. To combat this, you can silence Kayle (splits your damage but prevents her from ulting) or try and bait out the ultimate early (risk of counter-initiation).

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Kennen

Difficulty: 5/10 7/10
Runes: Setup 1
Masteries: Setup 2

Kennen is great at punishing melees with his Electrical Surge and can stop dives with his ultimate, but he is squishy before he gets items. Kennen will look to auto-attack you very often, so consider starting a . If Kennen has a lightning effect on his hands, that means his next auto-attack applies extra damage and a Mark of the Storm, so get back. Most Kennen players I play against max Thundering Shuriken, which makes this matchup significantly easier because staying behind your minions will negate most of his harass. If Kennen does max Electrical Surge, you will be under constant harass but not in danger of being killed unless you get very low. Your main opportunity to kill Kennen is after you have Riftwalk but before he has tanky items, so about level 7-10. Focus on farming so you can damage him at that time.

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Kha'Zix

Difficulty: 6/10
Runes: Setup 3
Masteries: Setup 2

Kha'Zix is a clean-up assassin, like an AD version of Katarina. Build early to mitigate his kill potential. He deals increased damage to you if you are alone, so stay near your minions. You can tell if you're too far from your minions when Kha'Zix has a purple aura beneath him - or a DANGER! particle on the Mecha skin. Be very careful with Kha'Zix level 2, he can easily kill you with his Leap + Taste Their Fear combo. Always have a Vision Ward on hand in case you have an opportunity to kill him, this will negate his ult's stealth.

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LeBlanc

Difficulty: annoying/10
Runes: Setup 1
Masteries: Setup 1

This is the stupidest, most annoying and frustrating matchup in the game. Both of you have great burst and a silence, so neither of you will be able to finish a combo. Respect her kill potential, stay healthy and keep her low - especially when she hits level 6. If you ever see LeBlanc miss her Ethereal Chains, Riftwalk on top of her, activate Nether Blade, and use the Combo Breaker combo. This lane can go either way and snowballs very fast. Roaming and countering LeBlanc's roaming is key to winning the game here. Remember to ward blue wraiths/river so you can see when she runs bot lane.

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Lee Sin

Difficulty: 6/10
Runes: Setup 1
Masteries: Setup 1

Lee Sin is the AD version of Kassadin. Lee Sin can very easily follow your Riftwalks with his Resonating Strike, so wait out Sonic Wave's duration if it's safe to make sure he can't follow you. As with most moderately difficult matchups, stay healthy to avoid getting killed and you can easily survive this lane.

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Lissandra

Difficulty: 6/10
Runes: Setup 1
Masteries: Setup 1

Not surprisingly, she does well against Kassadin. She can harass with impunity and synergizes very well with ganks due to her having a slow, a gap closer, and a snare at level 3. She outranges you in every way - a good Lissandra will make your laning phase very difficult. Shoving the lane is an non-issue for Lissandra because she can poke under tower with Ice Shard and get away from ganks fairly easily. Keep in mind she can teleport to her claw via Glacial Path - you can prevent her from blinking by silencing her. In fights she is an excellent peeler, even against a Kassadin. She is one of the few champions that has a targeted ranged stun. Keep in mind she can teleport to her claw via Glacial Path - you can prevent her from blinking by silencing her.

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Lux

Difficulty: 5/10
Runes: Setup 1
Masteries: Setup 1

Lux can poke and farm from a very long range, so she will give you trouble early. Once you hit 6 this lane takes a huge swing in your favor. Try to dodge her abilities with Riftwalk. She probably won't be able to kill you alone but synergizes very well with jungler ganks. If she ever uses her snare, Riftwalk on top of her and use the Combo Breaker combo. Even if the snare does hit, you will still Riftwalk.

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Malphite

Difficulty: 8/10
Runes: Setup 3
Masteries: Setup 1

A really hard matchup in lane and team fights. His Seismic Shard deals similar damage to Null Sphere, he pushes lane very easily, and has a shield through his passive. Keep in mind the shield will only refresh 10 seconds after taking no damage, so if you can keep him under constant fire he won't be able to mitigate your damage. Most likely Malphite will build so you won't be able to kill him. Malphite can easily kite you and is very good at initiating with his ultimate. If you end up getting ahead by some miracle, when you go to assassinate someone, Malphite can ultimate the back line and burst you. Just try to farm and roam with Force Pulse.

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Malzahar

Difficulty: 5/10
Runes: Setup 1
Masteries: Setup 1

Malzahar pushes very well against you early. If you want to harass him, make sure his Malefic Vision is on cooldown so he's unable to retaliate. The majority of his damage is avoidable - Call of the Void and Null Zone are ground effects. Malefic Visions can be cast on you, but you can stop it from spreading to you if you stay away from afflicted minions. His ult has a larger range than your silence so it will be hard to interrupt it if it's on you, but it's doable if you anticipate when he's going to ult you and fire a Null Sphere right before he gets the channel off. If he uses his ult on anyone else, make sure you silence it.

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Master Yi

Difficulty: 6/10
Runes: Setup 2
Masteries: Setup 1

Post-rework Master Yi is a decent mid-laner because of his reliance on farm and good roam potential. He does NOT deal magic damage anymore making the lane a bit harder for Kassadin, however, he is still vulnerable to ganks and tends to build squishy. If your team is focusing him, make sure to save your silence for when he meditates. His Alpha Strike follows through blinks, you can abuse this fact by Riftwalking to force Yi into a tower/bad position.

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Mordekaiser |m|

Difficulty: 6/10
Runes: Setup 3
Masteries: Setup 1

His shield will protect him from any harass you put down, so don't waste your mana unless his shield bar is empty. You can't beat him in lane, so get your jungler to come gank - Mordekaiser naturally pushes and has no escape making him one of the easiest to gank champions in the game. I used to play this guy all the time... Ah, the memories... huehuehue.

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Morgana

Difficulty: 6/10
Runes: Setup 1
Masteries: Setup 1

Playing against Morgana requires some skillful juking of Dark Binding. Like many matchups, you'll be pushed to tower early. Do your best to last-hit at tower and keep up in farm. As long as you don't get hit by a Dark Binding, she has zero kill potential. However, she synergizes incredibly well with jungler ganks. Somewhere around level 9 you should be able to kill her or force her back at the very least. Make sure to pay attention to the minimap and ward so you can counter her roaming. In a 1v1, run circles around her and juke when you're in melee range to make it hard for her to land a Dark Binding on you.

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Nidalee

Difficulty: 4/10
Runes: Setup 3
Masteries: Setup 1

If she maxes Javelin Toss first, she has no sustain and is easy to force out of lane. If she maxes Primal Surge first, she has no damage and is easy to force out of lane. Overall a pretty easy matchup as long as you don't get poked down. If she buys early she can give you a LOT of trouble early, if you have a hard time with her autos then buy a .

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Orianna

Difficulty: 5/10
Runes: Setup 1
Masteries: Setup 1

This matchup is all about baiting out spells. If you get the first hit, she can react with Command: Protect and auto attacks. If she shields pre-emptively, wait it out to harass her. Pre-6, she is a pain with her auto-attacks and Command: Attack. Make sure you move in an erratic pattern and stay on your toes to avoid The Ball while farming. After you hit level 6, you can start to play a bit more aggressively. Bait her out and act like you're retreating. When she moves into auto attack, Riftwalk on to her and use Combo Breaker. Activate Nether Blade and start auto attacking her with your Void Stone bonus.

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Pantheon

Difficulty: 7/10
Runes: Setup 3
Masteries: Setup 2

This is a very snowball-oriented matchup that's hard to come back from, so be extra careful in the early levels. Build early to mitigate his kill potential. He deals double damage if you're 15% health or lower, so make sure to stay healthy. Ward the side brushes in mid lane so you can see where Pantheon is using his ultimate to gank. If you can bait out his ultimate, you have a 2 minute window in which Pantheon can't follow your roam easily.

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Riven

Difficulty: 6/10
Runes: Setup 3
Masteries: Setup 2

Do not, ever, under any circumstances, trade with Riven in melee range. Riven tends to spam spells a lot, so max Force Pulse first. The increased slow will make her easier to kite. When she gets her ultimate she can 100 to 0 you very easily if you don't have Riftwalk yet, so as with most burst champions you want to stay healthy. Build to stop her from forcing you out of lane too hard.

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Rumble

Difficulty: 6/10
Runes: Setup 3
Masteries: Setup 1

Rumble is very good at punishing melee champions with his Flamespitter. You can't interrupt Flamespitter with your Null Sphere. His strongest phase is when he hits level 3. Because he spams a lot and is a melee caster, Force Pulse is super useful in this matchup. He will usually build something like which will negate your MR, so build lots of health and maybe yourself if he gets strong. You can juke his ultimate very easily by simply Riftwalking after he uses it.

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Ryze

Difficulty: 5/10
Runes: Setup 2
Masteries: Setup 1

Ryze is a late-game carry like you are, but he takes a bit longer to ramp up. You both don't do much early game, but he's ranged and you're melee so you might get denied a few minions. Once you hit level 6 you can easily damage him with Combo Breaker, just make walk up to him and Riftwalk into melee first because Rune Prison and Null Sphere have the same range. You'll continue to keep the edge over Ryze until he gets his charged up. If he buys a this lane gets very hard for you. Try and focus on roaming to other lanes, especially when Ryze gets too strong for you.

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Sion

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

Sion is a great push-and-roam champion. If he goes in to farm minions with Death's Caress, stay away from him and make him choose between farming or hitting you with it. Before you get Force Pulse it's impossible to break through Death's Caress, but you should be able to disrupt his combo using a fast while he's running up to you. You out-range him by a tiny bit (~75) and Cryptic Gaze has a slow enough particle that you can Riftwalk out of it, so he shouldn't be able to combo you effectively. The key to this matchup is out-roaming Sion. That means keeping the river/jungle warded so you can counter his roam OR forcing him to counter-roam you instead by making the first move.

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Swain

Difficulty: 8/10
Runes: Setup 3
Masteries: Setup 2

Swain is a tricky opponent to face. Early on, this matchup is extremely hard because of his Torment + auto-attack harass. You do out-range his Torment and Decrepify by 25 units, but in practice because of your cast animations he will trade hits with you every time you throw a Null Sphere his way. Swain will usually build tanky items like , coupled with the sustain from his ultimate he is very hard to hurt. Once he gets blue buff, he is almost impossible to push out of lane, so try and coordinate with your team to gank Swain's blue buff at ~7:20 when it spawns. When you're fighting him later on, Riftwalk away from his Nevermove and try not to get kited by Decrepify - move away to break the tether.

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Syndra

Difficulty: 6/10
Runes: Setup 1
Masteries: Setup 1

Syndra harasses you extremely effectively with Dark Sphere pre-6, so if you're having a hard time, try and get as much CS as you can while it's on its short 4-second cooldown. Rush your , you will need them to move out of her abilities. Move erratically when she picks up a ball/minion with Force of Will so she can't combo you. Never let Syndra position a Dark Sphere directly between you and her, this is how she sets up her stun. Once you hit 6, this matchup becomes easier as you can dodge her spells and close the gap, but respect her burst and avoid engaging her with several Dark Spheres available when her ult is up. After laning is over make sure you disrupt her combos with Null Sphere.

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Talon

Difficulty: 7/10
Runes: Setup 2
Masteries: Setup 1

Despite what many people think, Talon is not the best answer to Kassadin. As long as you keep harassing him when he goes in for CS, he won't be able to all-in you without dying. Take Nether Blade at level 2 and build ASAP to out-sustain him, make sure to ward and follow his roam to stop him from snowballing against your team. Consider buying early and turn them into after RoA. Be very mindful of his burst and kite him when you can. The reason I take an aggressive rune/mastery setup is because harassing Talon before he gets lifesteal is so incredibly important in this matchup.

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Teemo

Difficulty: variable, 3-7/10
Runes: Setup 3
Masteries: Setup 1

His auto-attack poke is godly. One auto-attack's worth of Toxic Shot will out-damage your Null Sphere. If he builds squishy, this matchup is pretty easy. But if he builds or something, he has kill potential on you. Don't chase him too far unless you know Noxious Traps have been cleared. Focus on farming up to roam mid-game. I would recommend asking your jungler to gank early, before he gets Noxious Trap at level 6. Buy a Vision Ward to clear Noxious Traps in an area.

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Twisted Fate

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

Avoiding Wild Cards is rather easy if you use the ~ key to click through minions and the S key to stop your champion from moving. Before 6, get back if you see him using Pick a Card. After 6, if you see him using Pick a Card you can easily use the Combo Breaker combo to stop him from using Wild Cards on you while you're stunned. Ward the side brushes in mid lane so you can see where he's using his ultimate to gank. If you can bait out his ultimate, you have a 2 minute window in which he can't follow your roam easily. The main goal is to force Twisted Fate to use his ultimate defensively by roaming before he gets a chance to use it. When chasing a split pushing Twisted Fate, save Null Sphere for when he starts casting Gate to ensure he doesn't get away. If you have a hard time predicting Twisted Fate's Gates, consider using . You won't be able to follow every single Gate, but it will help create pressure on Twisted Fate knowing that his roam will be followed.

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Veigar

Difficulty: 5/10
Runes: Setup 1
Masteries: Setup 1

Veigar is weak early, so harass him while you have the advantage. Veigar is very much a late-game champion and his goal is to farm up until he can kill you. His burst gets stronger the more AP you have, so build health to keep him from bursting you down, and disrupt his combos with Null Sphere. Wait to use your abilities - especially Riftwalk - until he has already blown Event Horizon. Press the S key to stop your champion if you're auto-pathing into the edge of his Event Horizon. If Event Horizon becomes a problem, buy or to cut the stun short.

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Viktor

Difficulty: 4/10
Runes: Setup 1
Masteries: Setup 1

A very uncommon pick, a good Viktor player can definitely catch you off-guard. Early on, he will harass you with Power Transfer, wait until the shield wears off to return fire. If you're getting hit by Death Ray often, try standing away from your minion line so he has to choose between farming and harassing you. Don't Riftwalk in on him until he uses his Graviton Field. If you want to use Combo Breaker, make sure Graviton Field is on cooldown. Viktor's ultimate does a surprising amount of damage over time (430/670/910 +2.23 AP!) so avoid tanking it. It moves slower the farther away Viktor is, so slow him with Force Pulse and silence him to stop him from controlling it for a short time.

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Vladimir

Difficulty: 6/10
Runes: Setup 2
Masteries: Setup 1

Vlad is pretty weak until about level 5, so harass him between Transfusion cooldowns as much as you can early. Trading Qs with him is not worth it once he gets level 5 Transfusion, assuming you have equal AP. You won't be able to out-sustain him, so focus on trying to out-damage him by getting early. Once he gets his he becomes very hard to stop in lane. Never fight Vladimir with full Tides of Blood stacks - he will out-damage you easily. Vlad's main weakness is that he is a poor roamer, so exploit this and gank side lanes often.

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Xerath

Difficulty: 5/10
Runes: Setup 1
Masteries: Setup 1

You won't be able to harass him before you get Riftwalk because of his ridiculous range. Try to dodge Arcanopulse by moving left and right. Avoid getting stunned by moving away when tagged with Mage Chains. Xerath is less of a poke champion and more of a ranged assassin, so if he tries to burst one of your team-mates down, disrupt his combo with a silence. Late game you can burst him down as he tends to build glass-cannon.

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Zed

Difficulty: 7/10
Runes: Setup 3
Masteries: Setup 2

Zed tends to spam spells and is most effective in melee range, which is why I level Force Pulse first. Zed is very mobile with all of his shadows and his ultimate can follow you through Riftwalk. As long as you build and stay above 50% Zed doesn't really have kill potential on you. He can swap with his Living Shadows, but only once - pay attention to where they are and if he has swapped yet.

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Ziggs

Difficulty: 5/10
Runes: Setup 1
Masteries: Setup 1

Ziggs is great at kiting and poking from a long range, so naturally he's a huge pain pre-6. Rush ASAP to help survive the early levels. Even if you silence Ziggs, his passive will deal hefty damage to you. Once you get Riftwalk he's pretty easy to trade with considering you can dodge all of his abilities with your mobility, especially if you use Combo Breaker. If you're getting kited often, try saving Riftwalk for after he throws down Hexplosive Minefield. When chasing Ziggs, save Null Sphere for when he tries to use Satchel Charge over a wall. This will give you enough time for Riftwalk to come off cooldown.

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Zilean

Difficulty: 6/10
Runes: Setup 3
Masteries: Setup 2

Zilean may out-range you with his Time Bomb, but try to return fire when he uses it, as Null Sphere costs significantly less mana than Time Bomb. That being said, Zilean is very annoying because of his kiting potential with Time Warp. The more crafty Zilean players will use minions to harass. Stay far away from your own low-HP minions. He can't all-in you, but he can keep himself from dying with Chrono Shift and he synergizes very well in jungler ganks. Later on, if someone on the enemy team is close to dying, use your silence on Zilean to prevent him from saving them with Chrono Shift. Likewise it might be beneficial to wait out the ultimate's duration (it looks like 3 golden hourglasses) before killing someone so they can't revive.

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Zyra

Difficulty: 7/10
Runes: Setup 1
Masteries: Setup 2

Zyra vastly out-ranges you, so she will be very hard to trade with early. If you want to trade with Zyra, wait until she misses Grasping Roots and use Combo Breaker. She can't trade with your auto-attacks, but pay attention to her plants. Similar to Heimerdinger, don't chase her under her plants as they will easily kite and out-damage you. Zyra harasses you extremely effectively with Deadly Bloom pre-6, so try and get as much CS as you can while it's on cooldown. Rush your , you will need them to move out of her abilities. If you kill her, save Riftwalk for dodging her passive.

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

Live - 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

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!