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KASSADIN BUILD GUIDE: Carrying SoloQueue with Kassadin [3.15] by JayPope

by JayPope (last updated 6 months ago)

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9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Ability Power(+10.71 ability power)
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

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 2/2
mastery 4 0/2
mastery 1 0/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
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

Hi everyone, I'm JayPope, a high-ELO ranked player (Diamond 1 currently). This is my first guide ever made, however I decided to finally make one because of a lot of requests from viewers of my stream as well as friends hoping to be able to use my unique Kassadin play to climb their ladders. It is also what helped me climb up to diamond 1.

As for my personal stats on Kassadin, I have two main accounts that I use him on. JayPope, which in 154 games my current KDA is 10.1/4/7.3. Also, on my smurf account 'Just a Fat Guy' I am 24-1 with a KDA of 12.7/4.2/9.3.

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

If you like the guide, follow me at www.twitch.tv/jay_pope
Enjoy!

Lets talk about some pros and cons about Kassadin.

pros:
  • Great roaming ability due to his small cooldown on
  • Able to catch out enemies late game with + not allowing them to or due to silence.
  • Amazing burst mid and late game taking enemies by suprise
  • Superb mobility and multiple "flashes" with
  • Hard to be caught after level 6

cons:
  • Very mana dependent
  • Struggles early game vs most match ups
  • Can be denied farm from most champions early game
  • Vulnerable to ganks pre level 6
  • For maximum damage output, must play risky.

Runes

Marks:
Magic penetration marks are the only marks that I recommend using if you're playing Kassadin. This extra magic penetration is very much so needed in order to maximize your damage to enemy champions.

Seals:
The only seals I ever take on Kassadin are armor seals. Some inexperienced Kassadin players wonder why I am not running magic resist in a lane that is generally vs ability power champions. Well, there are a couple of reasons why running armor instead of magic resist on Kassadin is extremely beneficial. The first reason is simple, auto attacks hurt. Being that Kassadin is a melee champion, and most mid laners are ranged, you are going to take a lot of auto attack harass. With armor runes, you negate some of this damage. Secondly, and more advanced, having magic resist on Kassadin is a 100% no no. is the reason why. Kassadin wants to have as little magic resist as possible so that + can add to his DPS.

Glyphs:
Because Kassadin does have a very weak early game, and a very strong late game, I found out that running flat AP for glyphs is his best option. This allows him to have a huge amount of AP starting off the game which he really needs in order to have any sort of damage trade with enemy champions.

Quints
Quints are basically the exact same as glyphs. Flat AP is extremely helpful in giving Kassadin some early game help that allows him to not be bullied too hard in lane phase.

[http://i.imgur.com/ea2qT5D.jpg]

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 2/2
mastery 4 0/2
mastery 1 0/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
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
For masteries I choose to go 21 in offense, and 9 in defense. For the offensive part, I have the standard 21 in offensive magic damage, as well as 1 point in Double-Edged Sword. This is because of the fact that Kassadin is Melee, and therefore will deal 2% extra damage which can make or break a team fight. I also go with the Executioner and Dangerous Game which I believe is crucial since Kassadin needs to be able to execute his targets that he goes in on, and since the extra 5% damage will secure more risky kills, Dangerous Game will come heavily into play by restoring your health and mana to continue rift walking and picking up stragglers in the team fight.

As for the 9 points in defense, I choose to do this because it helps out with Kassadin's weak early game. Having the extra magic resist and armor help throughout all of the game as well as early, and using two points in Block help quite a bit when laning against heavy auto attackers. Also, I choose to go with 2 points in Recovery because it allows you to sustain in lane quite a bit better than without it. There is also a lot of time in lane where you will be sitting behind your minions waiting for your null sphere to come off cool down to farm with, so you might as well be regaining more health per 5.

Summoner Sets

Primary Set
I choose to use ignite and flash for a few reasons. First, I will explain flash. This is probably the most over-powered summoner spell in the game and it is extremely important for Kassadin's to have all because of early game. If the enemy jungler is a decent player and understands the terror that a mid to late game Kassadin will bring to his team, then he will understand the amount of camping that needs to be done to shut the Kassadin down. This being said, flash comes in very, very handy when avoiding all of the camping you may receive. It is also a good way to double gap close a carry late game.

Secondly, I choose to take ignite instead of teleport for a couple reasons. Even though you will see a lot of Kassadins in competitive team play, as well as some in solo queue, take teleport, I am a firm believer in ignite. My first reason for this is because a lot of people view Kassadin as an extremely weak laner, and although this is some what true early game, it does not by any means take out his kill potential early game. I have had countless games where I snowball simply because the enemy mid lane kha'zix, zed, or any other strong laner fail to respect Kassadin's early burst + auto attacks with nether blade + ignite. My second reason for not using teleport is because I rush homeguard boots after my Rod of Ages which allows me to roam even more than Kassadins that take teleport.

Item Builds

Starting Build(s)
Sustain Build
2
Heavy Ganker Build
Heavy Auto Attack build
There are three viable starting items for Kassadin and I will explain which scenarios each starting item set should be used.

Sustain Build: This is all about being able to sustain in lane with both health and mana. This is my favorite start and if you think you can pull this start off without needing an extra ward, then I would do it every single time. It allows you to get the health and mana you need throughout all of laning phase which lets you farm very nicely. The weak point of this start is you have no early stats and are vulnerable to ganks.

Heavy Ganker Build: This is my second favorite start. It allows you to sustain well with the flask, which is also nice throughout the entire game since it allows you to sustain mana while roaming with riftwalk. This start is if you're going vs a heavy early game ganker such as jarvan or elise.

Heavy Auto Attack build: This start is for when you are going to be laning against someone who primarily uses auto attacks to harass. Examples would be mid lane marksmen such as Ezreal, Tristana, or even Draven, as well as auto attack mid laners like Ziggs and Nidalee.
Final Build(s)
Standard Final Items
This is my updated final build in the order that it should all be bought. Explanation: First off, as any of you who had read my previous Kassadin guides may remember, I am not a fan of building a tear of the goddess on Kassadin. Why? Because it completely ruins your early game health sustain and trading potential in lane. I would much rather rush the early catalyst giving me both health, and health + mana regeneration.

As for the final items, I rush Rod of ages for obvious reasons, (the scaling and sustain in lane through catalyst), and right after the Rod is completed I rush into with . And yes, I get this homeguard enchantment before I build any further items on Kassadin. This is because it is extremely, extremely effective on Kassadin due to his roaming potential with rift walk. It also allows him to get to his lane quickly after a roam without losing much tower damage.

After my Homeguard Sorc Shoes, I rush straight into Hourglass. This is something that I did not do before the recent changes to Kassadin which took away some damage from his null sphere and required him to use his Rift Walk for damage. The reason I rush hourglass third item is because in order to get Kassadin's maximum damage output, he needs to put himself right on the enemy team. Having hourglass early allows him to do this without dying.

I then build my and as quickly as possible which absolutely escalates Kassadin's damage output and burst, and then depending on the game situation, I build a 6th item which will be explained shortly.
Build Order
I put this "Build Order" section in here just to be clear on how to get through laning phase and mid game successfully. Remember to rush a catalyst since it will be very, very helpful with laning, and then proceed to completing your Rod of Ages, and rushing Sorc Shoes with Homeguard. Once you have the homeguard you should be nonstop roaming and helping your team get the win. Then, grabbing an hourglass for yourself will help your mid and late game team fights substantially.

Situational Items

Liandry's Torment
This is the 6th item that I put in this guide in the earlier final build section. It adds a lot of magic penetration and health to your build and is just an overall strong 6th item.
Warmog's Armor
Warmogs is one of the best defensive items for Kassadin because of how well he uses health. Because his passive Void Stone uses magic damage taken and converts it into attack speed, you will notice I do not build Magic Resist, this is because the more magic resist you have, the less you use void stone. Instead, building health allows him to take that extra magic damage and use it to his advantage.
Guardian Angel
Just an overall great 6th item for Kassadin. Allows him to make a mistake as well as not get focused.
Morellonomicon
Great item for burst and has really nice stats. It is also good to take down the ever so popular mundo.
Deathfire Grasp
Really troll but super funny.
Lich Bane
Again another troll item. You see it a lot more than you should in lower elo games because it makes sense since you're a melee, but I look at it this way; if you're able to riftwalk into a group and start beating at their carries heads with your sword without getting instantly blown up, you've already won the game so might as well make your sword even cooler looking. But in a close game, you will only have time for one burst and then be forced into hourglass.

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
A major change from my last edited Kassadin guide to this one is the fact that I, as well as many other Kassadins, am maxing my (E) Force Pulse instead of (Q) Null Sphere now. The reason for this is because of the recent nerfs to Null Sphere's damage. Instead, maxing E will give you some of the same early game damage that you're use to with null sphere. It actually has a higher range than Null Sphere as well, does AOE damage, and has higher bases than the current Null Sphere except for rank 1. However, it does cost more mana than null sphere except after rank 3. It is just an overall better skill to max currently.

I rank up (Q) Null Sphere second now, it still does good damage late and mid game and the silence is very nice. Then, I rank up my (W) Netherblade last, but I do get 1 point in it at level 3 so that I can last hit under tower easier. And as usual, I rank up my (R) Riftwalk at levels 6, 11, and 16.

Skills

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. (This is why you see no magic resist in my builds)
Explanation:
This passive is seriously overpowered. A good Kassadin player needs to abuse the crap out of this spell. Any time that you are to take magic damage, you gain attack speed. With active, Kassadin auto attacks hurt very badly, and being able to maximize your attack speed by getting hit with ability power spells makes him an extremely good duelist. There are a lot of times in mid lane where both champions use their combo, and are both sitting at around 10-30% health waiting on cooldowns or trying to auto attack. Well, Kassadin doesn't play that game. He simply gains a stupid amount of attack speed and ends up auto attacking them to death within a second.
Null Sphere
Q: Null Sphere
Kassadin fires a void bolt, dealing magic damage and silencing the target for a few seconds.
Cost 70/75/80/85/90 mana
Cooldown 9 seconds
Range 650
Magic Damage: 80/115/150/185/220 (+0.7 per ability power)
Silence Duration 1.5/1.75/2/2.25/2.5 second(s)

Explanation:

Null Sphere is a good way of farming at a distance, as well as poking or damaging an enemy. The best part about it is its low cool down, and silence. There are countless times where I have been able to catch an enemy SLIGHTLY out of position end game with + which not only bursts them down, but denies a flash or hourglass.
Nether Blade
W: Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring mana each hit. If the target is an enemy champion, the mana restored is tripled.

Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional magic damage.
Cost 25 mana
Cooldown 12 seconds
Mana Restored: 8/11/14/17/20
Magic Damage: 30/45/60/75/90 (+0.30 per ability power)


Explanation:
Nether Blade needs to be used efficiently in order to maximize Kassadin's damage in 1v1s, and is also a nice tool to use when farming. As stated above a couple times, matched with can be an extremely overpowered and surprising amount of burst that will win you many duels. As a side note, this spell can also be spammed in lane not only to help farm, but also to help gain stacks on . Not only this, but nether blade also gives back mana per auto attack. Because of Kassadins terrible mana problems, if you get the chance to regain some mana by using this ability, it will be a big relief.
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 magic damage and slow enemies for 3 seconds in a cone in front of him.
Cost 80 mana
Cooldown 6/6/6/6/6 seconds
Range 400
Cone Width: 80 degrees
Magic Damage: 80/130/180/230/280 (+0.7 per ability power)
Slow: 30/35/40/45/50 %

Explanation: This is the new spell to max in lane phase and is the main trading ability in lane phase.
Force pulse is a great spell that if used correctly, can make or break lane phase or team fights.
This spell has a great amount of damage, and if you hit a large amount of enemies in a team fight you not only damage them all, but give them a slow which can turn a fight. Keeping up with the stacks during a fight or in lane phase can be game changing. One trick that I use this spell for is keeping tracks of ganks in lane phase. This ability charges based on anyone using an ability around you. (THIS INCLUDES CHAMPIONS YOU CAN'T SEE). If there is ever a Shaco or Zac jungler on the enemy team, you can always have your stacks in the corner of your eye which is a good tool of noticing when Shaco uses his deceive or Zac is about to jump you.
Riftwalk
Base ACTIVE: Kassadin uses his void powers to blink to a nearby location, creating a blast of void energy that deals magic damage to enemy units within 150 range of the destination area. Each subsequent Riftwalk in the next 8 seconds will cost 100 additional mana (but refunds 50% of the total mana cost when Riftwalk damages an enemy champion) and will deal additional damage. The cost and damage increase can stack up to 10 times.

100 mana
Range: 700
Radius of Damage AoE: 150
Cooldown seconds: 7/6/5

Base Magic Damage: 80/100/120 (+0.8 per ability power)
Additional Damage Per Stack: 50/55/60(+0.1 Ability Power)


COST OF EACH NTH RIFTWALK (N X 100): 100 / 200 / 300 / 400 / 500 / 600 / 700 / 800 / 900 / 1000 / 1100
COST OF EACH NTH RIFTWALK ON ENEMY CHAMPION (N X 50): 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450 / 500 / 550
TOTAL COST OF USING RIFTWALK N TIMES: 100 / 300 / 600 / 1000 / 1500 / 2100 / 2800 / 3600 / 4500 / 5500 / 6600 mana
TOTAL COST OF USING RIFTWALK ON ENEMY CHAMPION N TIMES: 50 / 150 / 300 / 500 / 750 / 1050 / 1400 / 1800 / 2250 / 2750 / 3300 mana

Early Game

Early game is the most difficult and most important stage for Kassadin. This is the part of the game that makes or break whether you are a decent Kassadin, or a great one. Most of the time, the enemy mid laner will understand how weak Kassadin is early game, and continuously spam you with abilities and autoattacks in attempt to put you so far behind that there is no coming back. You need to be able to avoid as much poke as possible in lane, while keeping up in farm. This can be fairly difficult because of all the pressure the enemy is going to be throwing at you, however, with lots of experience of playing Kassadin, you will get a feel for how much damage he can take without being killed. Being able to withstand the enemies poke in lane, as well as their attempts to gank you while keeping up in farm is the key to getting out of the weak early game of Kassadin and is what will snowball you into a strong mid game.

I am never saying that your goal is to behind in farm, but it is important to realize that Kassadin has a reason to be somewhat short of the enemy mid laners farm due to the fact that he is melee with poor close range trade early game. This being said, if you are going against any skilled mid laner who realizes he or she can bully Kassadin early, there is a chance you will need to back before you hit 6. (level 3 or 4) depending on the pressure of the enemy mid laner, as well as the jungler. This can put you behind in farm, but you have to remember its OKAY. What you DO NOT want to do, is play greedy. Anytime that you are low health and the enemy is slowly pushing to your tower, is when you are going to want to B. And yes, even if you miss a wave of creeps. If you are to die in lane, you will not only feed the enemy gold, (which he will use to dominate you even harder) you will also lose even more creeps than if you were to safely Back.

In the rare occasion when the enemy is passive towards you, take this opportunity to free farm with your auto attack, making sure to carefully get every single creep using your abilities if need be. Kassadin scales extremely well into mid and late game, there is no reason to risk getting in an early fight and dying unless you are 100% sure you can take the enemy out. Personally, my goal for getting out of the TERRIBLE early game phase is when I get catalyst at around 12 minutes. By this time you are past level 6, and have decent sustain and tankiness in lane, as well as good damage from your base stats. I recommend looking at the "Common Match Ups" part of this guide to have a better early game.

Mid Game

Mid game is where Kassadin can change the game completely. His kit is built around having a terrible early game, but being able to roam to make up for it. In mid game, (lets say 16 minutes) you should almost have your Rod of Ages completed as well as boots, and should be able to impact other lanes and the enemy jungler by roaming and helping add pressure on the map. You should also be able to dominate your lane as long as you didn't fall too far behind in early lane phase. There is no greater feeling to me in League of legends, than the feeling I get when after 10-15 minutes of constant, annoying harass from the enemy mid laner, I can put him to 40% health with one combo, without taking any damage in return. This is the part of the game, when the enemy mid laner understands how painful his, and his teams life is about to be.

Most of the time in mid lane you will be going against a squishy champion. As long as you weren't shut down super hard in early game, you will not be able to dominate them. (even AD champions such as zed, jayce, or pantheon.) With a simple combo of Rift walk, Nullsphere, and Forcepulse, they will feel your pain and become passive, very quickly. This gives you your opportunity to kill your mid laner, or roam. (and most of the time both). Knowing how and when to roam is very important in playing Kassadin. There are key instances that you should always be looking for when thinking about roaming:

When to Roam
  • Will I make a POSITIVE impact? This is the first question you need to ask yourself when you are deciding if you should roam or not. Keep in mind all of these decisiosn need to be very fast or you will lose your opportunity. If you are not farmed, or don't have any items, roaming is probably not going to help much because you will not make any sort of impact, and instead either get counter ganked by your enemy mid laner, or just lose a ton of farm in the process.

  • Which lane needs my help? If you have a specific lane that is getting dominated, it is your job as Kassadin to turn their lane around. This may take more than one or two ganks. In fact, if your lane isn't getting pushed that hard, you can constantly stay in their lane catching them up, as well as feeding yourself. Communicate with your jungler so that he can cover your tower while you're saving the game.
  • Which lane can we tower dive? Kassadin is an excellent tower diver because of his mobility and quick burst. If you have a lane that is constantly pushing and also keeping the enemy struggling under tower, you can seal the deal with this lane by tower diving them, setting the enemy further behind as well as taking their tower, and an early dragon.
  • Is my lane pushed? If you are playing vs a champion who constantly pushes your tower at a good speed, it is probably not smart to leave it compeltely alone or you may lose 2-3 turrets. Instead, communicate with your jungler to control your lane for you.
  • Where is my enemy mid laner? If your enemy mid laner is no where to be seen, you should be roaming. Kassadin is very strong at this point of the game, and you will most likely be able to have a greater impact in any gank that you do compared to your enemy mid laner.
  • Where are the enemy wards at? This is very important for Kassadin players to know. You need to use the enemies wards to your advantage. Because of the wall jumps that Kassadin can do with his riftwalk, you can gank from several odd routes that the enemy will never see coming. Communicate with your team to find out where the enemy is warding, and take original ganking paths to take them by suprise.
  • Where is the enemy jungler at? Generally, junglers have less damage and items than solo laners because they do not get as much gold from jungle creeps. Use this to your advantage by finding the enemy jungler before he ganks, and counter gank him. This is a good way to get map control for your team, as well as objectives by taking three enemies off the map.
  • Can we get objectives from this roam? It is always a plus to be able to get objectives such as towers, dragon, or even baron, from a gank. After finishing a gank, always be looking for any objective you can take.
  • What will I lose from roaming? Roaming is always taking a risk. If you roam and get nothing from it, you also lose farm and possibly a tower. This is why I get homeguard boots so early. I can constantly roam quickly due to its movement speed active, as well as its automatic health and mana regen as soon as I get to base.

You are able to roam bot lane or top lane quickly with your homeguard active, make an impact by killing an enemy or making them back, and then B (bluepill), using homeguard again to get full mana and health and get back to lane, which also helps avoid losing too much CS, as well as losing your tower.

How to roam with Homeguard Boots and use them efficiently mid game.

Late Game

Late Game Kassadin can be the scariest late game champion in the game if used correctly. He can literally 100 - 0 any carry, as well as burst down many tanks to the point where they have no chance of winning a duel. There are countless games of mine, where even though it was an extremely close , I was 100% sure we would come out on top because I was playing Kassadin. In late game, you need to be looking for any carry who BARELY steps out position. This puts you in a very high risk, high reward situation however. This is the point in the game when knowing exactly how much damage you can do can make or break the game because there will be a time where one of the enemy carries steps a little to close, and you have an opportunity to full combo them. This being said, you will also be riftwalking onto a group of 5 people. If you are not able to kill the carry, or don't have any way for your team to get you out (such as zilean ult, thresh lantern, lulu ult) then you throw the game. However, if you burst the carry so hard that they get taken out of the fight instantly, you win the game. Due to the new updates on Kassadin's abilities, in order to output the maximum amount of damage, (and the damage you are use to being able to output prepatch 3.13), you are going to be required to actually land your riftwalk on top of an enemy champion. This raises the risk of playing Kassadin, so be smart about your decisions to use this ability as a damage dealer.

Also, there are times in late game where enemies will be trying to get that last bit of farm in order to compelte their 5th or 6th item, and generally they are alone doing so. Using your ridiculous mobility as Kassadin, you need to look for people you can pick off. If you can catch a single person off and kill them at 35 minutes or later, your team will gain huge benefits like complete map control, baron, and possibly snowball and win a game.


Teamfighting - Using Kassadin's great mobility and poke, he can clean up fights with ease.

Teamfighting

Team fighting with Kassadin is all about positioning. Not only your positioning, but also the enemies carries positioning. Kassadin makes some very awkward team fights. How? Because you are a giant threat to squishy champions, while the enemy tanks are getting into your back line knowing you won't want to waste your combo on them. Kassadin, being a giant force, can zone out two to three enemies just by being near them. This allows your team to get free fire on the enemy tanks and front line, while their carrys are scared to even come close. However, when the carrys finally do enter the fight, make them remember why they were scared. Kassadin has such a high burst, as well as AOE (area of effect) abilities, that you can completely combo one carry, while also getting the other squishy champions to near 50%.

It is your job in a teamfight to eliminate the enemies team biggest threat. You have to keep in mind that generally, if you are able to take out the enemies biggest threat, you yourself are the biggest threat to the enemy. This being said, if you are to riftwalk into the enemies back line and not succeed in killing the carry you were after while being able to stay alive, the trade may not be worth it. This means that you need to find a way to not only combo the carry, but also be able survive long enough to be able to riftwalk right back out of the fight, in order to get back into the fight later. Kassadin is so dominant in team fights because not only does he bring insane burst, but he also is extremely difficult to kill, which means he can continue to pick people off the longer the fight lasts.

In team fights, Kassadin can also be a great disengage that may even turn around to be a great opportunity to turn on the enemy. There are a lot of times where your team may feel like retreating from a fight is the best option, so the situation becomes a chase. Using your mobility, and your AOE slow with force pulse, you can make sure your team lives. What you need to do is, get your enemies to want to focus you by almost walking towards them in a 1v5 situation, then, force pulse across the entire enemy team, while riftwalking out of their range immediately. Pulling off this move is risky, but it gives your team a lot of advantages and options. First off, the enemy stopped chasing wheover they were initially going after, and targeted you, one of the most mobile champions in the game. By riftwalking away, you completely stopped their chance to kill you right away. Secondly, because you did give an AOE slow, your team has an even better chance to disengage without being caught. Lastly, sometimes a team fight is only lost by a little, and so just because your team was initially running away from the enemy, doesn't mean that after the entire enemy team takes a high damage burst, they can't turn back on them. High level plays and mechanics like this can turn a good kassadin into a great one.

Kassadin is great at picking people off at the beginning or end of fights. (Even if they are lost fights)

Common Match Ups

There are a lot of unique match ups with Kassadin that play out very differently. It is important to know the basics on each one. I will list out the basics of the common match ups.

This is a skill match up. If you get knocked up you're probably going to die. He also has zoning potential due to his early damage and strong melee.

This match up isn't too hard. Her poke is annoying, but also not hard to avoid. At 6 she is very squishy and silence dominates her.

This match up is a lot more skill based than other match ups. Akali has a harder trade melee wise because of her Q proc, and both of you have multiple flashes. However, due to her being a melee, you get a relatively easy early game as kassadin, and make a bigger impact late game.

At level 6 you dominate Anivia. She is extremely squishy and silence cuts off all of her damage including her ultimate. However, I have a lot of trouble with her early game because of her huge base damage, as well as her CC and long Auto Attack range. Be very careful in lane.

Annie can absolutely crush you in lane phase. Her constant Spam of her Q can do work to you. Because of this, you need to constantly spam your null sphere and eventually make an out play. This is a hard match up pre 6.

Easy match up. Dodge his damage pre 6, dominate him after 6. Very basic match up.

This match up is like any other high harass mage. Try to avoid damage while farming pre 6, and at level 6 you can kill them with ease after some poke. Decently tough match up because of the high poke.

Cho'Gath does work to kassadin. He has a lot of poke because you are melee, and infinite sustain. He can also take down your tower rather quickly if you B or roam. I don't recommend picking Kassadin into a Cho'Gath mid, but if you have to go against him, its all on your farming abilities as well as quickly roaming and making a bigger impact than him.

A lot of people say Diana is a counter to kassadin mainly because she's some what tanky with strong melee and dashes. To be honest I don't mind the match up since her poke isn't too bad, and once you level up some after 6 you can easily duel her. Silence is op.

I heard having 8 abilities doesn't do much when you're silenced.

Annoying match up because of her constant poke in lane. Not too difficult.

At first it's annoying but once you get your abilities you can just silence his drain and free farm. You can also cancel his ultimate in team fights.

One of the hardest match ups for Kassadin for an AP champion. Early game he can constantly spam his abilities and deny you farm because of his strong melee poke. A good fizz will dominate kassadin until Kass gets items.

It's a free farm lane, and Kassadin can even kill him with Liandrys. This isn't a counter like you would think it would be. Galio also cant' take town towers too fast so you can roam freely.

I hate this match up.

Free farm lane because of the double melee lane. You have a higher impact of the game as Kassadin.

Heimer can constantly push you and harass you as well as take down your towers quickly. However if you farm up you can easily 1 combo him.

He has a very high kill potential on you all throughout the early game. Start armor, probably need seekers, and you NEED to avoid his Q-E knock up combo. This lane is hard but manageable.

Very, very difficult lane for kassadin early. Jayce is stupidly OP and has damage to kill you all throughout the early and mid game. However, once your 6 he is basically an ADC so you can combo him pretty hard and gain back lane dominance.

Karthus should never beat kassadin ever. Even pre 6 you can out damage him with your Q spam and avoiding his skittles. Extremely easy match up.

Another easy match up. Only thing she has on you is she doesn't run out of mana so be careful pre 6.

Pretty difficult match up but you out scale her as well as silence her so she cannot ult. Simply combo, bait the ult and walk away, and combo again.

He can kill you at all parts of the game if you're not carefully using your riftwalk. In lane he has high auto attack damage so I recommend using armor 5.

Armor 5 is needed to play vs Kha'zix. Pre 6 you can both out play each other but he has an advantage. After 6 this lane is easily Kassadins. Kha'zix is extremely squishy.

Your silence hits her first. You win.

Easy lane. Avoid poke early and smart cast your silence so she cant use her ultimate to stop it. You can also silence her escape. (her E) Don't get close to her unless you're going in for the kill.

Pretty easy lane just need to avoid getting rooted. Lux with barrier is nearly impossible to kill though.

Very annoying lane, but after 6 combo and walk away so that he can't get an ulti off on you. Continue to do it and you'll be fine.

Not that bad of a lane, avoid as much of harass as you can and silence the meditate.

This lane sucks, try to farm as best as you can and have a bigger impact mid and late game.

Avoid the root and the lane is easy. She has very bad poke.

Another easy lane unless she runs AD runes. If she uses AD runes you need armor or you'll easily get poked out.

Orianna can dominate you early game if shes good and you're not careful. After 6 even maxing shield and going heavy Magic resist she cant stop you from killing her.

One of the hardest match ups for Kassadin. You'll need jungle help. Lots of armor needed and don't try to trade you wont win. Just try to farm and survive.

Avoid his flame spitter when you're farming and you should be fine. You'll get denied a bit but not too badly since he pushes. Farming under tower is needed.

Ryze has kill potential on you early game because of his high burst and root. Silence him and he can't do anything.

People still play sion?

Hard match up because of the zoning potential and high early burst. If you get rooted you're going to die.

She will kill you if she hits 6 before you. Also heavy harass lane. Not an easy lane. But after 6 you can easily take her out.

Seekers armguard > talon

Surprisingly easy lane. Your passive MR helps with his magic damage, and your armor runes help with his AA damage. Hes squishy so you can trade with Q if you need to. Level 6 teemo dies.

I love this match up. You can out roam TF, and he can't really poke you down cause you can poke harder. As soon as he uses a card on a minion combo him.

This is possibly the absolute hardest match up in the game. With his AA poke, dot, and burst, he can easily zone you from minions, and also kill you.

Just land the silence and you easily beat him. Pre 6 it is easy too cause he is focused on farming.

He is annoying to go against. After 6 position smartly so he can't turn on you with his silence and stun.

Just avoid his poke as much as possible. He is a safe laner but your gap close makes his life difficult.

This is the hardest match up for Kassadin in the game.

Pretty annoying match up. His auto attack damage as well as his low cool down poke can be trouble. However even if you die to him you can come back after a few levels past 6.

Not as hard of a match up as you'd think. You can be really safe pre 6 and farm up. But after 6, bait his ultimate and just Riftwalk away. Then he is basically as squishy as an ADC and you can easily combo him if he doesn't go hexdrinker.

This lane is really hard. He can constantly harass you pre 6 and at 6 you need to bait his ultimate in order to finish him off.

She has high damage so don't get rooted or you will die.

Final Comments

Thanks for taking some time out of your day to look at my Kassadin Guide! Being my first ever guide I expect there to be some improvements I could make so please comment below and tell me what you think. Hopefully you can gain some elo and have some fun with what you've learned!

Remember to check out my stream at www.twitch.tv/jay_pope and follow it if you'd like! I do commentate on my games and play Kassadin frequently if you'd like to see what I can do with him.

Comments

February 11, 2014 - 12:07 AM #1

http://sh.st/cM6P

September 27, 2013 - 09:42 PM #2

Sorry about the bad response time Xquis1te. Honestly I switch between 3 points in Hardiness and 3 points in Resistance depending on the match up. In general you want as least magic resist as possible because of your passive, however sometimes I'll put 3 points in Resistance if I'm going against a very very annoying AP mid laner. Not that it will make that much of a difference but just to give myself a little bit more resistance to the constant AP poke.

September 23, 2013 - 03:07 PM #3

Allright :] thx PaarT!

September 20, 2013 - 03:29 AM #4

Yeah nice guide, and to answer your questions Xquis1te, because Kassadin is a mid lane champion, the majority of the time he plays against AP champions therefore, The 3 points in resistance will make his laning phase stronger and will allow him to trade better against his opponents.

September 18, 2013 - 05:39 PM #5

Hi JayPope (or anybody else who can anwser my question).



I'm a new LoL player (currently level 7 :P) and Kassadin is the champ who got my attention. So I went to the internet and found this guide.

I have 1 question about your Masteries: Why do you put 3 points in 'Resistance' and not in 'Hardiness'? I would think that Kass doesn't really need that Magic Resist because of his Void Stone?



Thx in advance for replying :]



P.S.: Very good guide! I gave you a +1 for that ;)

August 29, 2013 - 04:17 PM #6

It would be good in specific match ups, possibly kennen, but you need the mana and extra health pots from the constant ability + Auto attack harass

August 29, 2013 - 11:40 AM #7

Ever thought of starting doran's shield + pot? Since the only poke You can't effectively trade back is autoattack harass, the passive + extra health + hp/5 should help mitigate that a lot.

August 8, 2013 - 09:16 AM #8

I have never personally played vs the riven match up, but it would be similar to zed in the sense that you cannot get near them to trade obviously, however, null sphere and force pulse can allow you to kite efficiently enough to actually win duels. However, fighting early against riven would be silly. :]

August 7, 2013 - 06:19 PM #9

Riven match up?

August 5, 2013 - 01:10 PM #10

You can feel free to waste your life trolling somewhere else :] thanks bro.

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