91%
votes
11
Dislike

KASSADIN BUILD GUIDE: Muramana Kassadin (Tanky Hybrid-DPS) *NO LONGER VIABLE* by Zerve

by Zerve (last updated over a year ago)

241,328 Views 9 Comments
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Hybrid Penetration(5.37 Armor Penetration and 4.2 Magic Penetration)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
View Rune Details
Summoner Spells
View Summoner Details
14
16
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
14 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
16 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 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

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
14 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
16 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

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

Champion Matchups

Introduction

About Me
Hi, my name is Zerve and this is the way I like to play Kassadin. I am a platinum level player (1850+), and my favorite types of champions are melee DPS. Some of my favorites are champions such as Master Yi, Tryndamere, Lee Sin, Kassadin, Udyr, Jax, and Jarvan IV. I have been playing League of Legends since mid-2010, and have always wanted to become a pro gamer.


Kassadin History
Kassadin was originally intended to be a melee AD carry, however, he was pretty lackluster in this role. Old recommended items included purchases such as Avarace Blade, Berserker's Greaves and Frozen Heart. He's had awkward mechanics like mana-drain on Nether Blade (W), and for a period of time he even had a temporary 50 (!) armor penetration steroid. But rarely was he successful in this role. Players soon found out that he performed much better as an AP Carry, and thus AP Kassadin became the standardized build. This build differs quite significantly than your standard AP Kassadin. It may or may not be better, but it is definitely more fun and completely viable at Mid or Top lane.

Warning to First-Timers:
This build is quite difficult to play effectively, and requires quite a bit of experience with Kassadin beforehand. I would not recommend this to a first time Kassadin player, unless the player has much experience with squishy melee carries such as Tryndamere, Fiora, or Master Yi. It plays quite similar to those champions. If you are looking to a good introduction to Kassadin, I would recommend one of the many other AP Mid Kassadin guides available on the web. If you have trouble last hitting, do not understand the concept of attacking and moving (orb-walking) as melee, or have trouble gauging relative character power, this may not be the guide for you.

Why Muramana Kassadin?

As originally intended to be a melee AD Carry, I've spent a lot of time playing Kassadin with obscure builds trying to find a way to make it work. More often than not, it failed. However, with the introduction of Muramana in Season 3, DPS Kassadin is suddenly much more viable. Lets see why.


->
The item which defines this build. Muramana gives Kassadin a ton of useful stats: mana, mana regenration, and bonus attack damage. The real reason as to why this item is so great for Kassadin is the toggle active. Dealing damage with Q or auto attacks burns your own mana for extra damage. Tear, and its upgrades, also add an additional 1000 mana, which in itself is useful as multiple Riftwalks are quite expensive. There is also an interesting interaction with Kassadin's W, Nether Blade.



Nether Blade is the skill which allows this build to work. There are two major reasons as to why this build is surprisingly effective. The first, is that Nether Blade returns mana with every auto attack. This means that you are burning mana from Muramana to deal extra damage, but also gaining a portion of it back. At max rank it returns 60 mana when hitting a champion. The second reason is that each hit of Nether Blade applies on-spell-hit effects. This means that attacking an enemy with Nether Blade active applies Muramana twice. Suddenly, you can burn 6% of your current mana to deal 12% of it to an enemy, all while gaining 60 back per hit. For each proc at 2000 mana, Muramana will burn 60 mana to deal an additional 120 magic damage. This means that with Nether Blade active, it will burn 120 and return 60. Without Muramana active, however, it will burn 60 and return 60, breaking even completely.



Void Stone grants Kassadin bonus attack speed after taking magic damage. This is a free steroid. By taking more and more magic damage, Kassadin quickly deals more and more damage. Building as a bruiser allows Kassadin to take a lot of punishment, and return damage with lightning speed.



Kassadin also has a very high base attack damage. He has the second highest base AD of 112.5 damage at level 18, losing only to Cho'Gath and Skarner, who are tied for first. This means that Spellblade bonus damage from Sheen, Trinity Force, or Iceborn Gauntlet are very potent. Couple this with relatively short cooldowns, Kassadin can proc Spellblade multiple times very quickly.

Pros, Cons & Similarities with AP Carry

Pros
  • More Fun to play
  • Often surprises enemies
  • Can destroy squishy targets and tanks alike
  • Can save silence for key abilities
  • Can chase through tanks and behind enemy lines to finish weak targets
  • High sustained DPS
  • Hybrid Damage (Physical & Magic)
  • Stronger very early game (pre-6)
  • Very strong late game (4-6 full items)
  • Can be played mid or top

Cons
  • Difficult to play
  • Expensive Items
  • Still quite squishy
  • Less burst
  • Weak mid-game (pre-Muramana)
  • Expensive rune page

Similarities bettween Muramana and AP
  • + Super Mobile
  • + High Damage
  • + Anti-Carry
  • + Silence and AoE Slow
  • - Still Squishy
  • - Terrible early game
  • - Horrendous lane match-ups

When to pick Muramana Kassadin

Kassadin, like many other champions in League of Legends, fits into a certain role. It is important to understand what this specific Kassadin can and cannot provide to a team, as it is important to build a balanced team that synergies well with each other.

What Kassadin can do:
  • Provide a short cooldown, single target silence
  • Provide a very short cooldown AoE slow
  • Assists in the front-lines with other melee teammates
  • Disable and assassinate priority targets
  • Excel at chasing and finishing off weakened enemies
  • Make good use of Blue Buff
  • Be the single source of magic damage for a team
  • Split push and back door safely
  • Obliterate isolated single targets
  • Fulfill the role of AP Carry Mid
  • Fulfill the role of AP Bruiser Top

What Kassadin can NOT do:
  • Be the sole tank, bruiser, or beefy DPS for the team
  • Be the only champion with melee range on a team
  • Be the team's primary hard initiator
  • Handle a team with a lot of hard CC
  • Handle multiple AD Carries at once
  • Solo vs a duo lane
  • Fulfill the role of AD Carry
  • Fulfill the role of Bot Lane Support
  • Fulfill the role of Jungler

When should you pick Kassadin for your team?
  • Need a source of magic damage
  • Need strong CC
  • Need a high mobility champion
  • Team has enough protection for priority teammates
  • Team has another form of Tank or Bruiser
  • Team already has a form of hard initiation
  • Top or Mid lane are open

Champions that Kassadin can counter:
AD Carries:
Low Mobility AP Carries:
Skillshot AP Carries:
Magic DoT Based Heros:

Champions that Kassadin should avoid:
Very Beefy enemies:
CC and Burst enemies:
Champions with reliable CC:

Runes

[http://i.imgur.com/YsWU0X0.png]
This section will go into detail about which runes to use when using this Kassadin build.

Marks (Reds):
9x Mark of Hybrid Penetration - Best
These are the best runes for this slot. As Muramana Kassadin, you will be dealing damage through both spells and auto attacks. Having penetration marks allows you to deal a significant amount of mixed damage. This includes damage from spells, items (Muramana Active, Wit's End), as well as basic attacks. High amounts of penetration work well with the relatively high base damage amounts on each of Kassadin's spells, without building much ability power.

9x Mark of Magic Penetration - Alternative
These runes are acceptable for Kassadin. They will help you deal more damage. However, more of your damage will come from Muramana active, your spells, and Wit's End. A viable alternative if you do not own hybrid marks.

Seals (Yellows):
9x Seal of Armor - Best
Armor runes are useful in a number of ways and for a variety of reasons. They provide you protection from all forms of physical damage. Including damage from champions basic attacks, physical champions abilities, as well as minions, monsters, and towers. Kassadin is very squishy early game, and the extra armor will drastically help him through the laning phase.

9x Seal of Scaling Health - Alternative
Health per level runes are a viable alternative for those who prefer them over armor runes. The extra health can keep you alive versus some high burst champions. Coupled with the passive Void Stone, which reduces all magic damage taken by 15%, this rune choice will actually give your more effective health versus pure magic damage.

Glyphs (Blues):
9x Glyph of Magic Resist - Choice
Flat Magic resist runes provide you with a decent chunk of defense versus magic damage. As a melee champion, Kassadin gains additional magic resistance per level. Flat magic resist runes will allow you to secure your early game defense against magic damage.

9x Glyph of Scaling Magic Resist - Choice
Scaling magic resist runes will be superior to flat magic resist if you are not facing much magic damage in the early stages of the game. They surpass flat magic resist at level 9. Not much else to say here.

9x Glyph of Magic Penetration - Alternative
These runes will be useful in situations where there is going to be very little magic damage throughout the game. The extra magic penetration will allow you to deal even more damage against enemies. It's quite risky to run these though, so be sure you wont die from magic burst in the early game.

Quintessences
3x Quintessence of Hybrid Penetration - Best
Similar to hybrid penetration marks, these quintessences provide the best way to add additional damage to your build. These runes also take advantage of Kassadin's high base damage values on each of his spells.

3x Quintessence of Ability Power - Alternative
Flat AP quintessences will cause all of your abilities to do additional damage. This can substantially help your early game lane presence, by providing extra damage on your Q's and E's. A viable alternative for those who do not own penetration runes.

There are a number of other choices for all types of runes. Much of it depends on the player and match-up: Try to find what works best for you and stick with it. These runes are only meant to provide you with a starting point.

Masteries

[http://i.imgur.com/mzR8cpI.png]
14/16/0 Masteries

The following section explains the choices for masteries when playing Muramana Kassadin. Many of these points are considered filler points, and can therefore be spent elsewhere. Feel free to change these masteries to fit your personal preference.

Offensive Tree
Preferred:
1/1 Improved Ignite - 5 bonus AD and AP makes your spells and auto attacks hit a little bit harder.
3/4 Fury - Because much of your damage comes from auto attacks, an extra 3% attack speed is useful.
4/4 Deadliness - +12AD at level 18. Taken more as a requirement for the next tier, but still helps with last hitting.
4/4 Blast - +18AP at level 18. Taken also as a requirement for the next tier. Makes your spells hit a little bit harder.
1/1 Weapon Expertise - 8% bonus armor penetration allows you to deal more physical damage to high armor targets.
1/1 Arcane Knowledge - 8% bonus spell penetration helps you deal more damage with your spells and magic auto attacks.

Consider:
3/4 Sorcery - 3% Cooldown reduction may be useful for more reliable CC or more mobility with Riftwalk.
2/2 Butcher - 4 extra damage to minions and monsters may help if you have trouble last hitting as Kassadin.

Defensive Tree
Preferred:
4/4 Durability - +108 health at level 18. Extra health is always nice.
3/3 Hardiness - +5 armor. Extra tankiness against physical damage.
3/3 Resistance - +3.5 magic resist. Extra resist against magical damage. I only take 2 points in this because Kassadin gets free magic resist with his passive, Void Stone.
2/2 Unyielding - -2 damage from champions. Helps throughout laning phase.
1/1 Veteran's Scars - +30 hp will help you through Kassadin's weak early game.
1/1 Block - -3 damage from basic attacks. Take this against high harass lanes, or when you get auto attacked a lot in lane.
3/3 Tenacious - 15% Tenacity. Tenacity is one of the most useful stats, and this mastery will still stack with tenacity bought from items. Will reduce the length of disables, such as stuns and slows.


Consider:
3/3 Perseverance - bonus health regen. Could be useful against high harass lanes.
3/3 Resistance - +5 magic resist. Take a point from Hardiness (armor) if you think a bit of extra magic resist will help you survive the lane better.
2/2 Relentless - -15% slows. As a short range melee character, slows can seriously ruin your day. Take this to reduce their effectiveness.
3/3 Juggernaut - extra 4.0% maximum health. For Kassadin, this mastery will always be superior to Legendary Armor for creating more effective health.

Utility Tree
Consider:
1/1 Improved Flash - Reduces flash cooldown by 15 seconds. Player preference.

Summoner Spells

- Preferred
Ignite is an offensive summoner spell that grants you additional killing power. It deals quite a bit of extra damage, and its range will help you finish of enemies who has managed to barely escape.

- Preferred
Flash is a movement summoner spell which allows you to instantly teleport your character a short distance. It can be used for a variety of different reasons. Flash can be used offensively, to quickly get into range and start attacking an opponent. It can also be used defensively to help get you out of a bad situation.

- Consider
Ghost is a movement summoner spell which increases the speed of your champion and allows them to move through units (champions, minions, monsters etc). Some Kassadins prefer to take this over flash, because they believe that having both Flash and Riftwalk is redundant. Ghost will help you stick to targets, and over the long run will move you much farther than flash could.

- Consider
Exhaust is a utility summoner spell which heavily disables an enemy champion. It reduces the damage they deal, as well as their attack speed. This used to be one of the summoners I used before the introduction of Muramana. Exhausting a high DPS target, such as an AD Carry, ensures that you can kill them in a 1-on-1 and fulfill your role of an anti-carry.

- Consider
Barrier is a defensive summoner spell which protects your champion with a large, temporary shield. This could be potentially useful if you expect that you will take a lot of burst damage in a fight. An interesting feature of barrier is that you can use the shield to block magic damage while still gaining bonus attack speed from your passive, Void Stone.

All other summoner spells not listed here are considered weak and should not be paired with this build.

Skills

Passive: Void Stone
Kassadin takes 15% reduced magic damage after magic resistance reductions have been applied. Kassadin converts each point of this ignored damage into 1% bonus attack speed for 4 seconds. This bonus attack speed stacks indefinitely, with the duration refreshing each time Kassadin takes magic damage.

Explanation:
An interesting, two-part innate passive. The first part reduces the magic damage you take by a flat 15%, and then grants you additional attack speed based on the magic damage you took. An interesting thing to note about this ability, is that the resistances stacks with magic resistance. This means that if you took 400 magic damage, and your magic resist reduces this damage by 50%. You would take 200 damage, minus the 15% from Void Stone. Resulting in a total of 170 magic damage. Because you reduced 30 damage from Void Stone, you would will receive 30% attack speed.



Q: Null Sphere
ACTIVE: Kassadin fires an ethereal bolt of void energy to a single target, dealing (80/130/180/230/280 + 70% AP) magic damage and silencing the target for (1/1.4/1.8/2.2/2.6) seconds.

Explanation:
Null Sphere is Kassadin's primary form of harassment in the early game. It's actually quite strong by itself. It has a good base value, and a good AP ratio for those who build AP. The real strength in this ability is that it silences the target that it hits. The mana cost is quite high, but the cooldown is pretty short. Try to cast these on enemies as much as possible. It's very likely that their only form of counter-attacking is a few auto attacks. You may also use this ability to last hit. If you do, be cautious that you do not expend all of your mana. In a teamfight, be extremely cautious not to waste the cooldown on this ability. If the enemy team has a key ultimate, it's recommended that you save this ability for its CC rather than damage. Keep this in mind for abilities such as Nunu's Absolute Zero, or Katarina's Death Lotus, or saving an ally from Singed's Fling.



W: Nether Blade
PASSIVE: Kassadin's melee attacks restore (8/11/14/17/20) mana. This effect returns triple the mana when striking champions.
ACTIVE: Kassadin's normal attacks deal bonus (30/45/60/75/90 + 30% AP) magic damage for 5 seconds.

Explanation:
Nether Blade is a unique spell in the fact that each attack while active counts as a single target spell. This means that it gets the full benefit from things such as Spell Vamp, Rylais slow, and it even adds an extra Muramana proc. This spell has great synergy with Muramana, and is the reason why I have experimented with and developed this build. The mana drained by Muramana's mana burn is replenished by the passive component of Nether Blade. Use this spell to help last hitting in lane, especially at tower. You can also use it when traversing the map to build stacks on Tear of the Goddess and Force Pulse. Just remember to have it ready for when you engage someone in an auto attack battle, as the bonus damage is actually quite good.



E: Force Pulse
ACTIVE: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him, including his own spells. Upon reaching 6 charges, Kassadin can use Force Pulse to deal (80/130/180/230/280 + 70% AP) magic damage and slow enemies by (30%/35%/40%/45%/50%) in a cone in front of him for 3 seconds.

Explanation:
Force Pulse is definitely one of the most awkward spells in the game. The casting requirements for this spell can sometimes limit its usefulness early game. It requires that 6 skills be used in an area around Kassadin. AND it costs mana. However, you CAN use your own spells to charge it. It is useful to learn how to combo into this spell from a smaller number of stacks. If you are sitting at 4 stacks, use a quick R->Q->E combo to gain stacks and cast the spell. You can also use your Nether Blade (W) active to gain a stack when needed. Knowing how to quickly charge and harass with E is very useful throughout the game. Force Pulse does a solid amount of base damage, and provides a pretty strong slow (50% at max rank), in a wide cone in front of Kassadin. Overall, use this to help you farm, harass, and control targets as you auto attack them down.


R: Riftwalk
ACTIVE: Kassadin blinks to a nearby location, dealing (60/70/80 + 80% AP) magic damage to enemy units surrounding the destination area. Each subsequent Riftwalk in the next 8 seconds will cost 100 additional mana and will deal additional (60/70/80) damage. The cost and damage increase can stack up to 10 times.

Explanation:
Riftwalk is considered by some to be the ultimate with the most utility in the game. It can be used to farm, engage, disengage, dodge, chase, build stacks, re-position, and to even travel quicker. How can a single spell be so useful? Riftwalk allows you to blink to a location. It also has an extremely short cooldown, which can be lowered even further by cooldown reduction. But be wary of the increasing mana cost. It can be useful in some situations to build stacks for extra damage, but more often than not the stacking mana costs will be a hinderance. Try to wait for the buff to end when traversing the map to save mana. There are tons and tons of ways to use this spell, so be creative with it!

Skill Order

[http://i.imgur.com/9NreR.png]

Or simply

Levels 1-4
-> -> ->

Q is taken first as it is the most useful ability level 1. Use it to harass, or last hit if necessary. W is taken at 2, to help with last hitting, and to generate extra mana when attacking enemies. W is your one point wonder, which will be maxed last.

OR Levels 1-4 Alternative

-> -> ->

Use this alternate opening in situations where E will be more useful. Remember that you still have to generate 6 charges before it can be cast. Be sure to take W at level 3 or 4, depending on your mana needs.

Then prioritize:
> > >

Riftwalk > Null Sphere > Force Pulse > Nether blade

Always level your ultimate whenever you have the chance. Null Sphere, Q, is to be maxed next due to its uses as harassment, farming, and overall utility through silence. Force Pulse, E, is to be maxed third. While it does have more damage potential than Q, the requirement of having 6 charges before it can be used severely weakens the usefulness of this spell. Nether Blade, W, is maxed last. The early ranks of this spell will be enough to get you through the earlier stages of the game.

Items Expanded

This section will expand on the item section above in more detail. It will provide more insight as to when and why each item should be purchased over the course of your game.

Key Items:
tear-of-the-goddess -> manamune -> muramana
The item that ties the build all together. You have to get this every game, and you have to try and charge it as fast as possible. Always remember to toggle this item on and off depending on what you are attacking.

Boots:
mercurys-treads In most situations you will take these.
Mercury's Treads are the boots which are generally taken in most situations. The mix of tenacity, speed, and magic resist work great throughout the game. As a melee auto-attacker, it is important that you avoid being CC'd as long as possible to ensure you can auto-attack in the few moments when you are within range.

ninja-tabi Take these if enemy team is heavy in AD champions.
Ninja Tabi can be taken in situations where you are constantly getting harassed by auto attacks or physical damage. The damage reduction from auto attacks is very helpful when dueling, or when assassinating AD carries. Just remember that you still need to get tenacity somewhere else in your build (which you can get from Zephyr).

Attack Speed Items
wits-end The standard attack speed choice.
Wit's End is the most common attack speed item I generally purchase. Kassadin can make good use of all of the stats on it, and it's relatively cheap to build. The bonus magic damage per hit synergies will with his kit. It provides a bit of magic resist to keep you beefy against magic damage. The scaling magic resist is actually very cost effective if stacks remain high: which is comes naturally due to the amount of auto attacking you will do with this build.

zephyr Take this if ONLY if you took Ninja Tabi for boots.
Zephyr is another quality attack speed item which provides a good mixture of stats. The reason you would go for this item over Wit's End is in the situation where you didn't buy Mercury's Treads. Zephyr is one of the few other items which provides tenacity, which is a vital stat to melee DPS champions. The bonus cooldown reduction and attack damage are more free stats.

sword-of-the-divine Use this for EXTRA damage if you're snowballing. Not a CORE AS item.
A very controversial item. Many people consider it strong, while others consider it a noob trap. I was skeptical at first, however, this item actually exceeded my expectations. It's considered bad because it only works for 3 attacks, it can be CC'ed through, or even flashed away from. I also thought that it was terrible on melee champs, as getting multiple attacks against mobile opponents can be quite difficult. Kassadin does not have these issues, and here's why: through a built in silence, and two forms of slows (Force Pulse + Phage/Gauntlet), Kassadin can quickly and easily perform 3 devastating auto attacks without them escaping. No longer will Shacos, Ezreals, or Katarinas be able to flash away from your melee damage.

Defensive Items
warmogs-armor Good all around item. Get it early to never die in lane.
With the changes to to Season 3, Warmog's has quickly become a favorite due to its superb cost efficiency. Getting this item early also makes you relatively unkillable in lane, due to the large amounts of health regeneration. Having tons of bonus HP also helps make your innate passive more effective, allowing you to take more magic damage and gain even more attack speed. Try to get this earlier in the game rather than later.

aegis-of-the-legion -> runic-bulwark One of the best defensive items. Armor, health, and MR. Don't forget the aura.
Aegis and Bulwark have turned into powerhouse items in Season 3. Bulwark is one of the best items for generating effective health vs magic damage. It gives a whopping 60 magic resist and 400 health. Let's not forget 30 extra armor and free health regeneration. Even if your team already has one, the auras can still stack between those who have one individually. Great all around defensive item.

randuins-omen The best defensive item against AD. Mixes HP and armor.
Randuin's Omen is known to be the bane of many AD Carries, more so than even a Thornmail. Randiun's provides the single most effective health vs physical damage. This is because it provides a large amount (500) of bonus health, along with 70 armor. Both the passive and active effects are also super strong at helping you disrupt team fights and chase down squishy targets. Getting hit slows the attacker's movement and attack speed. It's pretty scary when an enemy Kassadin Riftwalks into and uses the Randuin's passive to AoE slow the entire team.

banshees-veil A good choice if against anyone with scary spells (Blitz, Morg, Lux, etc)
Banshee's Veil is a good pickup because it offers three useful stats: health, mana, and magic resist. The Catalyst is also quite strong in early laning phase, offering you a bit of health and mana regeneration every time you level up. The spell shield is very strong against certain champions and team compositions. Specifically, it counters poke champions, or champions where one spell can quickly turn the tide of a match. Champions like Lux, Blitzcrank, Nidalele, Morgana, are few to watch out for.

frozen-heart Get this if you didn't get Randuin's, and want Trinity Force.
Frozen Heart is quite a rare buy, but it is a very viable option. Get this against teams that have a lot of auto attackers if your team is having trouble fighting against them. All the stats are very useful to Kassadin, including cooldown reduction for more spells, and a large chunk of mana for a bit of extra synergy with Muramana. Generally, Iceborn Gauntlet is a better purchase, but always consider this item.

Spellblade Items
frozen-fist Good mix of utility and bonus damage.
Definitely one of the most unique items in Season 3. It provides a good mixture of stats, both offensive and defensive. The main reason to pick this item up is the combination of armor, and the Spellblade passive. The Spellblade attack scales very well with Kassadin's high base AD, and helps to keep your targets locked in place with the bonus slow and slow from Force Pulse.

trinity-force Tons of single target damage.
While Iceborne Gauntlet provides a good mixture of defensive and offensive stats, Trinity Force is pretty much a pure-offensive item. Buy this if you want to deal tons of damage. The phage and slow procs, like Iceborn Gauntlet, will help lock down your target, but it is not reliable. Take this item if you need to focus purely on damage.

Bad Items
Never get these. These are items which may look appealing, but in execution don't work well with previously suggested items. That's not to say these items are terrible, however these items do not mesh well with those intended to be used within this guide.

mejais-soulstealersword-of-the-occult
Stacking items. While gaining and keeping stacks is actually pretty easy on Kassadin due to his mobility, these items are incredibly cost inefficient. Couple this with Kassadin's already weak early game, and you have a very weak and poor champion in your hands.


You already have a built in slow, AND a built in flash every few seconds. You should never need this item to stick to a target, and if you need extra health there are much better alternatives like Warmogs, Randuin's, or Bulwark. If you're having trouble sticking to slippery targets, try practicing your orb-walking or focus on Riftwalking to a better location.


Armor penetration is not a stat that you need, as much of your damage comes from your spells and your Muramana burn, which is magic.


Similar to the items above, Malady is a wasted item on this build of Kassadin. Malady would be strong if you decided to built a lot of AP, since the extra damage on hit scales with it. The magic penetration on hit is useful, but the item just takes up a slot late game when there are more attractive choices.

Early Game

Objectives
  • Acquire Tear as early as possible
  • Reach level 6 at the same time, or before lane opponent
  • Farm as much as possible
  • Harass the enemy
  • Begin stacking Tear

Kassadin's early game is known to be abysmal. This is because he is a slow moving, low health champion with a melee auto attack. Couple this with one harassment ability which takes a huge chunk of mana, and you're going to be having a hard time. However, due to the addition of Flask, and modified costs of some items, it has gotten a little bit easier. While in lane, your goal should be to acquire as much experience and gold as possible. Try to harass the enemy with Q's, and refund the expensive mana cost with W. Try to gain lane dominance by constantly hitting the enemy with Q's. Keep your mana up by auto attacking minions. It's okay if you push the lane, as long as your opponent is taking more harassment than you are. I've been known to stand next to melee minions and constantly auto attack them to ensure I always have mana for the next Q. Just be careful as to not mess up last hits with extra auto attacks. If you know that a minion will die to tower and you cannot last hit it, try to hit it anyway to get the mana return. Once you save up enough gold to buy a Tear of the Goddess, begin stacking it immediately. Cast W in lane for free stacks, and continue to Q the enemy if it's safe.

If you are laning against a high harass opponent, such as champions with long range or strong auto attacks you need to play much more defensively. Champions like this are Annie, AD Carries, Pantheon, or Teemo. Orianna is also an offender, as her ranged auto-attacks are pretty strong. While you can still try to harass them with Q, you will probably take more damage in return. In this situation, just focus on getting experience safely, and get whatever last hits you can. Do not die for a last hit. Use Q to last hit minions at range if you have to. Once you get your tear, flask, or reach level 6, it wont be as difficult anymore.

It is likely that you will get ganked before you hit 6. If you do, use E to slow incoming attackers at max range. If they do get close to you, remember that you still have Q to silence them. Try to predict what abilities are most threatening to you at the time, and silence the enemy as they approach. This is usually some kind of CC skill or gap closer, and a well timed silence can easily get you out of a pinch.

First blooding your opponent is also a possibility. While this more often happens around the mid-game, it is completely possible from 1-5. It's going to take some practice, but always be aware how much damage you deal and take when trading with your opponent. One Q does 80 base damage. One auto attack with W active deals 82 damage (52ad + 30 magic). If you see the chance to go in for the kill, go for it. One way to do this is to Q, then slow them with E, walk up, auto attack with W, and finish with ignite. Another way is to just flash right on top of them, silence, and continue auto attacking with W. In both of these situations remember to move your character in-between each auto attack to ensure you are always within range. If they managed to flash away and survive, it's likely that one more Q will be enough to finish them.

Mid Game

Objectives
  • Continue stacking Tear of the Goddess
  • Focus on pushing enemy tower
  • Begin dominating lane
  • Help in small skirmishes
  • Build Manamune, acquire attack speed

After reaching level 6, Kassadin gains a major boost in power. Riftwalk turns Kassadin into arguably the most mobile champion in the game. This is around the time where you begin to start dominating lanes. Similar to the early game, your focus should be on gaining gold and experience, with a secondary objective of stacking tear. Use Riftwalk to jump over skillshots, and harass with E Q combo. Feel free to jump directly on the enemy laner if you are healthy enough and have enough damage.

It's very possible to begin killing your lane opponent in these stages. What you want to do is harass until you have a healthy lead. Then, you jump directly on top of them with Riftwalk. You have two choices in how to do this: you can try to eat some of their harass combo first, granting you additional attack speed, or you can just jump them and let them cast spells on you. As a general rule of thumb, champions which have CC-based spell combos should hit you first before you jump them. This is because they can easily kite you with CC if you make the first move and burn your Riftwalk cooldown. On the other hand, if they blow their CC to damage you at a range, they have no way of kiting you and very little retaliation ability since their spells are on cooldown.

This is also the point in the game where small skirmishes begin occurring around Dragon and enemy buffs. Make sure to always follow the enemy laner, or to lead and get there before them. Use Riftwalk to take unique routes and assist in kills from over walls. It is important to keep an eye out for enemy ward locations, allowing you to approach unseen by the enemy. You should also try to destroy the enemy tower so that you can begin to roam as a team late game. It's generally okay to be constantly pushing your lane after level 6. Kassadin is so hard to gank once he gains Riftwalk, often requiring more than two enemies, and multiple summoner spells for a single kill. Just ensure that you have an escape if you decide to push. I don't recommend blind pushing without wards, but it's completely possible if a majority of the enemy team is within vision somewhere (3+).

Late Game

Objectives
  • Complete Muramana
  • Roam with team
  • Eliminate high priority targets (AD Carry, AP Carry)
  • Split push during downtime
  • Build tanky

Late Game team fights is where Kassadin begins to shine. Your primary goal is to push and destroy the inhibitor. This can be done through siege, or split pushing, depending on your team's composition. You can also roam with the team and engage in full team fights. Your objective in team fights is to eliminate high priority targets. This is usually the AD or AP carry, since these champions usually do high damage but have low health. Remember to activate Muramana, and use Nether Blade (W), to perform double Muramana procs.

This is the point in the game where you need to be looking at your opponents and building accordingly. If they have fed AD or AP champions, get the suggested counter items. You should also have a pretty good idea of how much damage you can tank and deal, as well as who you want to focus on attacking and who you want to avoid. If your build is more armor focused, try to be around the enemy AD carry, and the same for magic damage dealers. If you don't have enough of one defensive type, it's entirely possible to avoid these champions. Just use your Riftwalk to escape from any fight not in your favor. Try to focus on being as annoying as possible: fight when you want to fight and run when you want to run. Split push, contest buffs and dragons, and bait the enemy team into your liking. Be proactive rather than reactive, and control the game with your mobility.

Split pushing as a tanky Kassadin has some serious strengths: you are already ridiculously hard to catch, and if they do somehow catch you they have to tear through a ton of health. You also have very strong 1v1 potential. If they send a squishy to stop you, and you know where the rest of their team is, don't be afraid to outright dive them if you know you can survive their damage. If you take some damage, but burn their summoner spells and send them back, it's a small victory for your team. Because of this, it's likely they will have to send more than one person to stop you. Have your team use this opportunity to engage in an unfair fight, or take objectives while you handle (or run away from) multiple enemies. Try to secure both blue buffs for your team, and leave the instant an enemy shows up. Always make sure to keep in constant communication with your team. Let them know if you decide to split push. There is the possibility that your team could get engaged on 4v5 and they need to be prepared. If a 4v4 does break out, react immediately and assist your team before the enemy can.

Team Fights

Team fighting as Kassadin can sometimes be quite difficult for the lesser experienced. This is because of two reasons: Kassadin is quite squishy, and can easily be focused down, and secondly that it's very easy to tunnel and attack the wrong target. In this section, I will go into detail about how to team fight as Kassadin. This will include who you should be targeting, what you should be avoiding, and small things to look out for which could win or lose you the fight.

So what should you be doing before a team fight breaks out? Make sure that you are in a good position to jump a priority target, your Muramana is active, and your Force Pulse (E) is charged. If you need stacks, stay close to allies or enemies who are trying to poke at each other. It's probably best for you to be standing near your team, but not exactly with them. Try standing off to the side, around a wall, or even behind the enemy team. Don't worry too much about getting caught, if they see you, Riftwalk to safety and approach from another angle. Your job in team fights is to be an anti-carry, the one who destroys carries. Never Riftwalk into a group of enemies to initiate, unless you are sure you can kill one and get out without dying.

Once a fight breaks out, your goal should be to jump on a priority target with Riftwalk. This is likely the AD Carry, AP Carry, or even the Support. Open with Null Sphere (Q) for silence, then Force Pulse (E) for slow. Activate Nether Blade (W) once you are within auto attack range, and start punishing them. This is the same time to activate Sword of the Divine if you have purchased it earlier. If the target is not dead before the silence wears off, continue to beat on them until they are downed. Try to save Riftwalk for after they use their flash, or escape, and use it to re-position yourself behind the enemy.

Often times, it is important to save your Null Sphere (Q) for its silence effects. If the enemy team has a champion with a key, but interrupt-able spell, save Null Sphere (Q) to cancel it. While this means that it might be harder to hunt down the AD Carry, it is sometimes necessary to ensure that the rest of your team stays alive and does their job as well.

It is also your job as Kassadin to ensure that enemies are chased and finished. You are one of the few champions who can effectively chase down fleeing targets and finish them off. Try to keep your eyes open to see if any low health targets escaped, and finish them off with your mobility. Your team should be working together to take down targets, while you jump around the back lines finishing off the weak ones.

Final Comments

For those of you who read this guide, thank you for you time. I hope you enjoyed reading this guide, and experimenting with unique champion builds!

GUIDE HISTORY
3/1/03. Guide changed to no longer viable. :(
2/13/03. Fixed runes/mastery pics, changed them around a little. Reworked item builds section.
2/12/03. Added FB section to early game, added to late game section.
2/8/03. Updated early/mid game sections. Plans for tips & tricks section.
1/20/03. Guide Finished. Added Team Fight section. Uploaded and made public. Fixed errors.
1/19/03. Small updates. Fixed typos. SoTD added, reorganized defensive section. Warmogs OP.
1/17/03. Guide Created. Still WIP. 2 Skills, 5 Items need to be completed.

Comments

March 18, 2013 - 02:29 AM #1

@chainpullz "The reason being that the initial item build section is supposed to be more of a item build at a glance sort of thing."



You almost NEVER build the same thing twice.

March 1, 2013 - 04:07 PM #2
Ziz

Fuck Riot. Seriously as if he would be op because of how his W worked with Muramana. Fuck it. Nobody plays him but he gets fucked after Riot found out. And call it bugfixing lmao, hilarious. Instead of doing proper work they dick around all day. This build was so much fun and now Riot fucked up. May they burn in hell. Fuck Riot.

February 15, 2013 - 10:28 PM #3

Love the build. Been testing it as jungle kass.

February 13, 2013 - 11:04 PM #4

@Guide Mods



Thanks for the feedback. I will definitely be adding and improving these sections.

February 13, 2013 - 09:50 PM #5

Item build section at the top is too long. It's not grounds for unapproval but my personal rule of thumb is that if you have to scroll through the initial item section it needs to be shortened. The reason being that the initial item build section is supposed to be more of a item build at a glance sort of thing.

February 13, 2013 - 07:16 AM #6

You have a very interesting idea here. I'm going to approve this guide, regardless of viability, due to the writing quality, though other guide mods may disagree. Please crop your runes and masteries pictures to show the page only like this: http://gyazo.com/8d50dcac1cfd329f35c104f0b40ae4a0.png?1355907047



You can still improve upon the guide by adding a matchup section, and adding either a video or replay of you demonstrating this build viability and giving tips. Your skills and item build section could also be further expanded upon. Give an alternative masteries page if you think there is one. What about rift-stacking?



My personal opinion here, you should take block over that last point in armor. Some other questions that could be answered: What about Nashor's Tooth or Seraph's Embrace? What about buying other AP items? How tanky should hybrid Kassadin get before getting more damage? How do you deal with peel/cc in a team fight?



You have a good guide here and I personally want to test this idea out myself. Make it as good as you can. It's important with unorthodox builds to justify everything to skeptics. You've done a pretty good job with that but try to keep thinking about what counter arguments you could answer. Good luck!

February 13, 2013 - 01:07 AM #7

@Arazen



I think Iceborn Gauntlet is a great item. Is it really needed? Probably not for every situation, and Trinity Force is the perfect alternative. And although Kass already has a built-in slow, there are a lot of situations where it isn't enough. I used to use Frozen Mallet, but it was *too* much gold invested in health/slow and not enough damage. Force pulse lasts 3 seconds, and has a base cooldown of 6 seconds which can be further lowered by CDR. By having IBG, it gives you an additional slow for those situations when Force Pulse isn't available, be it through stacks / cleanse / QSS and you have to lock down your target. There are also times when the target you are attacking isn't the one you are silencing. I think IBG is the perfect balance of control, defense, and damage compared to the other alternatives like Frozen Heart or Trinity Force.



I'm actually interested in trying a more AP focused build w/ Muramana and potentially Lich Bane. If it turns out better I'll definitely add it into the guide.



I was also extremely skeptical about SotD. I tried it once for the trolling factor and it actually did really really well. With Muramana and base stats putting Kass at around 2k mana, the item gives you about 60 AD in total (20 base, plus 40 from mana). Couple that with Kass's high base damage, and you end up with about 180ish damage at level 18 with just those two items. 3 crits ((180 x 2) x 3) is 1080 damage before mitigation. Then factor in the bonus damage from muramana ~120 per hit, 6 times (3 hits with double proccing) adds up to 720. 1800 damage before resistances over 3 attacks, not including the bonus damage from any of the other spells, or a Spellblade proc from items. It's actually quite a bit. Remember that those 3 crits are at +100% attack speed! Just jump someone, activate W, hit them once or twice, then activate SotD and they will likely be dead or severely close to dead by the time your silence or slows wear off. The item still gives you a good amount of attack speed until you use the active, perfect for those situations where priority targets are protected and you need to soften up tanks before you can go in.



And thank you for the comment. It's still a work in progress and in some time I might even change direction with it completely.

February 11, 2013 - 01:24 PM #8

Very interesting build, but do you really think, that Iceborn Gauntlet is needed? You only gain 15 ad of it from Muramana and most of your damage will still be magical. Also Kassadin already has a built-in slow.



I think Voidstaff might suit your build better, since it amplifies all your magic damage. I would use the same masteries as you do, but take regular ap carry runes with armor or health seals.

As for the build, I'd try something like this:

1. Catalyst + Tear

2. RoA if doing well

3. Finish Muramana once Tear is stacked

4. Voidstaff

5. Warmogs Armor

6. Randuin's Omen

7. Banshee's Veil (if you didn't go for RoA)



Also you said, that your early game is stronger with that build, but later you say, that your mid game is weak until you complete Muramana? I'm pretty sure, that flat ap quints help out your early game more (yellow and blue runes are the same as regular Kassadin's) ;).



Also, I don't quite understand, why would you go for SotD? You don't build a ton of ad and you get plenty of attack speed through your passive. You don't build armor penetration outside of your runes/masteries either, so the damage doesn't sound that impressive on paper.



Great creative thinking. I'm all for unconventional (but effective!) builds to troll the enemy team. :p

January 24, 2013 - 03:32 AM #9

Early, mid and late game chapters need more work information wise.

Username
Don't have an account? Create One!