Introduction
Hello again, my name is Cviha, currently an EUW player and this is my second guide.
is an exceptional champion with a lot of unique abilities tied to him, underestimated by most people at the moment, but hated by all when they face him.I'm here to explain why you should add him to your ever-growing Champion army.
Please note that the broken images are summoner spell barrier. The image isn't in the database yet so please bare/bear (w/e) with me.
Changelog
24.09.2012 : - Guide Created
- Guide Released
- Updated the
vs.
matchup in the "Lane Matchups" section (Thanks to CynicalEffect)
- Updated for the "S3" Patch
- Added a bit more info in Early/Mid/Late Game and Teamfights Sections
- Removed
from the "Item Builds" section. - Fixed Broken Images.
- Removed
due to it not giving AS at all anymore
- Added the Karthus title for the
vs.
matchup in the "Lane Matchups" section
- Added Special Mention when going up against AD casters in the "Item Builds" Section.
- Added a "Dominion" section.
- Added
to the "Item Builds" section.
- Updated the
vs.
matchup in the "Lane Matchups" section.
- Added
to the "Lane Matchups" section.
- Removed
and changed descriptions for
and
in the "Item Builds" section.
Kassadin and his base stats
Health: 433(+78) 511@LVL1;1837@LVL18- Considering he's tagged as an AP assassin, this isn't bad, the level one health is the 4th highest of the current AP mids. The level 18 value isn't that bad either, considering there are champs like
and
with 1.6k max health without any bonuses.HP5: 6.95 (+0.5) 15.95@LVL18- Pretty standard, the amount will probably save you a couple of times if you don't get harassed too much.
Mana: 230 (+45) 275@LVL1;1040@LVL18- - Now this would seem like a small amount, but taking the increased mana per level Mastery from the utility tree and Kassadin's oh so wonderful
the small mana pool problem is minimized. You'll also probably have a mana item in your kit somewhere which further diminishes the problem.Mana Regen: 6.9 (+0.6) 17.7@LVL18- Pretty decent, paired with
mana gain on hit, you'll hardly ever be running OOM.AA range: 125- Nothing strange there, he is a melee AP after all.
Attack Damage: 52.3 (+3.9) 122.5@LVL18 - AP carry or not this is HUGE, the top AD at level 18 is 130 and it's held by
and
, and he's right behind them, sitting pretty at 3rd place with the 2nd highest AD in game. The base is somewhere in the middle, but it's good, besides you have your
active to help you with your lasthitting from time to time. This AD also plays a key role in your damage if you're building to benefit all your spells.Attack Speed: 0.638 (+3.7%) 1.039@LVL18- This is the 6th highest AS for an AP carry, with the top AS being
with 1.089 which is not a big difference, but no other AP champion needs it like you do and this is good enough for
as a base amount.Armor: 14 (+3.2) 71.6@LVL18- Overall, this is bad, though considering he's an assassin this is how it should be, though a small buff on the scaling wouldn't hurt. This is one of the main reasons as to why I take Armor Yellows because you will spend most of your time in the face of the enemy team and it wouldn't hurt to have some defense.
Magic Resist: 30 (+1.25) 52.5@LVL18- Some champions have scaling MR and some don't. You're one of those that have scaling and praise the Gods of League for that because as I said, you'll mostly be in the midst of a teamfight, that paired with
is what makes
such a good pick versus most AP mids.Movement Speed: 315- This is the standard Movement speed for most AP carries, though considering he is an Assassin and a melee champion, it is a tad small, getting it up to either
's (320) or
's (325) wouldn't hurt much, though considering you have your
it's alright.
Pros and Cons
Pros
- Counters most Mid picks
- Has 2 CC's
- Great damage output
- Nigh impossible to catch after level 6
- Has a flippin' Nether Blade coming out of his hand.
- Can infinitely sustain his mana
- Decent Poke with
![skills/kassadin/q.png [skills/kassadin/q.png]](guide/skills/kassadin/q.png)
- Great mobility
Cons
- Melee
- Damage output is a bit weak until level 3
- Farm dependant earlygame
- Can't clear minions well on early levels
Masteries
![[http://i49.tinypic.com/16ll7jl.png]](http://i49.tinypic.com/16ll7jl.png)
So this is the general Mage mastery page. The new Mastery Spellsword works really well with Kassadin since it applies 5% of your AP as damage on each of your basic attack, which you'll be doing a lot of as Kassadin.
If you're going for
or
(barrier) I'd suggest going into the Defense tree for the scaling health, MR, the improved spells mastery and the flat health.
Runes
![[http://i46.tinypic.com/aax7o4.jpg]](http://i46.tinypic.com/aax7o4.jpg)
This is pretty much the standard AP runepage, except for the armor yellows replacing the mana regen yellows. The reasonings behind that are Kassadin's
in general, it gives you enough mana regen to keep laning as long as you have the health to do so, the second reason is because you're a melee mage, as I said, you'll most likely be in the middle of things, finishing squishies off. You'll escape in most cases, but you are bound to get caught a couple of times and the little bit of extra armor can save your bacon. It's also good for earlygame because most of the damage will be coming from autoattacks for the first levels and can diminish some potentially fatal damage from junglers.The runepage setup is mostly flexible. The MPen reds can be replaced by flat AP ones if you wish to do so but I feel that MPen is a better choice on Kassadin. You can also get AS reds if you wish to do so, they are viable, but still not something that I'd recommend since you don't really have a gapcloser until 6 and you won't be able to utilize the AS.
The Armor yellows have been explained and you can replace them with MP5 yellows if you want to, but take my advice into consideration.
The MR/lvl blues are there simply to help you deny those midlaners even more. You can switch them out for flat MR, CDR/lvl, flat CDR or AP/lvl blues as well, they are all equally viable.
As far as quints go, I'd rather keep the flat AP quints, because you're starting with
and
in most cases and a little bit of AP can make a huge difference in lane.
Summoner Spells
The Summoner Spell setup doesn't necessarily have to be the same old
+
, I just put them up there for show.Viable Summoner spells:
![summoners/cleanse.png [summoners/cleanse.png]](guide/summoners/cleanse.png)
Cleanse
Cleanse is one of
's best friends. It helps him get out bad situations where he gets locked down by a lot of CC, it is one of my personal favorites on him even though I take it rarely.![summoners/exhaust.png [summoners/exhaust.png]](guide/summoners/exhaust.png)
Exhaust
A great spell to have, just as useful as
or
, I even prefer it over
against some matchups, it can completely shut down an enemy champion for it's duration which gives your team a window of opportunity for attack. It is one of the rare Summoner Spells that can completely turn a fight around if used properly.![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Flash
The spell that has seen the most usage in this game, mostly due to it's terrain dodging properties.
It's a good spell if you want some extra mobility and to compensate for your early game lacking escapes, but it loses some of it's purpose the more the game progresses. It's still a good pick
![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
Ghost
Yes ghost. In my opinion an even better choice than
because you already have a built-in flash after 6, and it works just as well.![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
Ignite
The usual choice for Midlaners and
is no exception. It is a good spell for finishing someone off, and a great choice against sustain based champions like
or ![champ/vladimir.png [champ/vladimir.png]](guide/champ/vladimir.png)
![summoners/teleport.png [summoners/teleport.png]](guide/summoners/teleport.png)
Teleport
Another great choice of a summoner spell, it is mostly used for
stacking at the fountain and then teleporting to a Minion or a ward to devastate an enemy. It's also used to get to other lanes faster for a gank, or to your own lane so you don't miss on CS or a kill.![summoners/barrier.png [summoners/barrier.png]](guide/summoners/barrier.png)
Barrier
This spell will let you survive bursts of damage or let you live through those last Ignite ticks. A good pick if you think you'll get caught while ulting into a fight.
Examples of Summoner Spell Pairups:
![summoners/cleanse.png [summoners/cleanse.png]](guide/summoners/cleanse.png)
- If you're confident in your ability to stay alive for 5 levels.![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
- The safepick.![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
- The Shutdown.![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
- Aggressive option.![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
- Flash Mobility.![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
- Speedy Shutdown.![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
- Mobile Agression.![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
- Mobile Shielding![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
- Flash ShieldingOther Summoner spells and why not to take them:
![summoners/clairvoyance.png [summoners/clairvoyance.png]](guide/summoners/clairvoyance.png)
Clairvoyance
It's not a bad spell, it's just not for you, you're an AP carry and you have to take care of the damage part.
![summoners/clarity.png [summoners/clarity.png]](guide/summoners/clarity.png)
Clarity
Stand up on your feet and shout to the world: "I Have Poor Mana Management!", but seriously, you won't be needing this on Kassadin, ever.
![summoners/heal.png [summoners/heal.png]](guide/summoners/heal.png)
Heal
You can take it, but there are better options, your carry or support might be carrying one anyway as well which makes one more reason not to get it.
![summoners/revive.png [summoners/revive.png]](guide/summoners/revive.png)
Revive
Not much use yet, apart from the extra hp you get from reviving, but the high CD makes it a barely viable spell thus I recommend not taking it since there are better options.
![summoners/smite.png [summoners/smite.png]](guide/summoners/smite.png)
Smite
Kassadin CAN jungle, but a) it isn't viable for ranked, just for fun and b) this is not a Jungle Kassadin guide.
Skills
Passive: Void StoneKassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.
Explanation:
This is what makes Kassadin such a pain in everyone's neck. The 15% Magic Damage reduction that is applied AFTER the MR reductions is what makes you so resilient against most Midlane champions and the extra AS that you get from the damage that you take really helps out your
to get some damage in.
Q: Null SphereKassadin fires a void bolt dealing 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage and silencing the target for 1 / 1.4 / 1.8 / 2.2 / 2.6 seconds.
Cooldown 9 seconds
Cost 70 / 80 / 90 / 100 / 110mana
Range 650
Explanation:
One of the many things that make Kassadin deservant of the Community given title "Anti-Mage". It has received several nerfs during the last couple of months but it's still a pretty great spell. You can choose to either max it first or level it simultaneously with your
.
W: Nether BladePassive: 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.
Active: Kassadin charges his nether blade, gaining 30/45/60/75/90 (+0.15 ability power) bonus magic damage dealt on hit for 5 seconds.
Cost 30 / 40 / 50 / 60 / 70 mana
Explanation:
Kassadin's most underrated ability. First off, it's passive is great for laning, because you'll never be running out of mana as long as you keep lasthitting. If you choose to build in a way to benefit the active, you'll be a much bigger threat than AP caster Kassadin. This ability is primarily the reason as to why I include an AS item in my build.
E: Force PulseKassadin 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 / 130 / 180 / 230 / 280 (+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 400
Explanation:
An excellent ability for an Assassin like Kassadin. It also helps you clear minion waves really well which is why I level it simultaneously with
instead of maxing either one because this spell is stack dependant, whilst maxing
causes you to lose pushing power which will allow enemy midlaners to outpush you and probably make you miss some CS.
R: RiftwalkKassadin teleports to a nearby location dealing 60 / 90 / 120 (+50% of ability power) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk in the next 7 seconds costs 100 additional mana and deals 60 / 90 / 120 additional damage.
Cooldown 6 / 5 / 4 seconds
Cost 100 mana
Range 1000
Explanation:
Now THIS is the true reason as to why everyone hates playing versus Kassadin. Everybody loves getting kills and Kassadin just throws mud in their face laughing while he gently breezes off to safety. This is his signature move, it is what makes him the assassin that he is. This ability has everything that an assassin would ever need in one; mobility and potentially huge damage. Be wary about using it a lot of times in a short amount of time, you can find yourself without mana pretty fast and would just be a sitting duck for the enemy team to kill.
Skill Order
There are two ways to Skill Kassadin:1: The Preffered one (Well at least I prefer it):
>
=
>![skills/kassadin/w.png [skills/kassadin/w.png]](guide/skills/kassadin/w.png)
As usual, the ult is always a priority to level first, now the
=
means that you should level
and
simultaneously, so you can have a balance of damage and wave clearing. Now I'm sure some of you are asking why am I placing
last when I kept praising it so much. Well, truth be told, you need AS to utilize
, and you won't get that much AS on early levels for two reasons;A) The enemy doesn't have that much damage to actually trigger a large enough AS boost from your passive
B) You won't have an AS item until you get your 4th-6th items
C) CC is more important than damage in teamfights and you have to remember that every time, and you won't be having as much damage with
as you will with
,
and
due to reasons A and B.2. The Lane Bully (only to be used against people with low pushing power e.g.
or
)
>
>
>![skills/kassadin/w.png [skills/kassadin/w.png]](guide/skills/kassadin/w.png)
As I said, only to be used against people with low pushing power because with this, you'll be able to poke better, but you won't be able to clear waves as well with Skill order number 1.
Item Builds
There are a couple of builds that I opt to go for.I'll just list two of them since they are used for different playstyles and the rest are just a variation of the two, but as with any other champion, Kassadin's Item Build is very situational and subject to change depending on the situation
1.
Typical Caster Kassadin
![items/sorcerers-shoes.png [items/sorcerers-shoes.png]](guide/items/sorcerers-shoes.png)
![items/rod-of-ages.png [items/rod-of-ages.png]](guide/items/rod-of-ages.png)
![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
![items/deathfire-grasp.png [items/deathfire-grasp.png]](guide/items/deathfire-grasp.png)
![items/void-staff.png [items/void-staff.png]](guide/items/void-staff.png)
![items/zhonyas-hourglass.png [items/zhonyas-hourglass.png]](guide/items/zhonyas-hourglass.png)
This is the bursty build with a little bit of durability in case you get caught out. This should let you burst down a squishy with a
![items/deathfire-grasp.png [items/deathfire-grasp.png]](guide/items/deathfire-grasp.png)
![skills/kassadin/q.png [skills/kassadin/q.png]](guide/skills/kassadin/q.png)
combo, with a
to either get in, or get out of the heat of the battle. It's the typical caster build for any mage.Item path for "Typical Caster Kassadin"
Start with
+
>
(optional 1x
)>
>
>
>
>Either finish
or build either a
or
, depending on the situation > follow last step with the 2 remaining items >
+
+
.Special notes on buying:
a) You can switch out
for
depending on which you like more. b) Buy
and
, remember, it's your fault you got ganked and killed, not your junglers or anyone elses for that matter. 2.
The other Kassadin
![items/sorcerers-shoes.png [items/sorcerers-shoes.png]](guide/items/sorcerers-shoes.png)
![items/rod-of-ages.png [items/rod-of-ages.png]](guide/items/rod-of-ages.png)
![items/lich-bane.png [items/lich-bane.png]](guide/items/lich-bane.png)
![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
![items/wits-end.png [items/wits-end.png]](guide/items/wits-end.png)
![items/void-staff.png [items/void-staff.png]](guide/items/void-staff.png)
This is the build that I listed on top. I prefer this one over the 1st one simply because it let's Kassadin stand out of the general AP carry builds, whilst still dealing enormous amounts of damage and actually utilizing his
active completely unlike the 1st build. Item Path for "The other Kassadin" build:
Start with
+
>
> finish
>
>
>
>
>
>
+
+![items/oracles-elixir.png [items/oracles-elixir.png]](guide/items/oracles-elixir.png)
Special note for "The other Kassadin" build:
You can switch out
with
if you want to be a true antimage while helping the other magic damage dealers on your team by sacrificing a bit of your damage for some MR reduction. ( No need to get this if you have an AP top or a jungler like
that will get this item since the effect doesn't stack).Special notes for both builds:
a) Item paths shouldn't always be the same, feel free to go your own way, getting items in any particular order that you see fit
b) Some, if not all items can be changed, modifying the build to your personal taste. These 2 builds are not set in stone.
But as I said, both builds are subject to change and there are so many others out there that are equally if not more viable than these ones. I believe that his builds should follow one set core path though, or in this case, the core items that a Kassadin must have, well at least in his AP builds, I'll be talking about AS/AD Kassadin a bit later.
NOTE WHEN GOING AGAINST AD's MID:
You can start with a
and
since it builds into
and you can keep it like that until later in the game when you can update it into
. The new item is excellent for early and mid-game survival against the current meta since it closely resembles Garen's old W.Guideline to an AP Kassadin build:
![items/boots-of-speed.png [items/boots-of-speed.png]](guide/items/boots-of-speed.png)
![items/sapphire-crystal.png [items/sapphire-crystal.png]](guide/items/sapphire-crystal.png)
![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
Why this concept?
![items/boots-of-speed.png [items/boots-of-speed.png]](guide/items/boots-of-speed.png)
Boots of Speed
This is the item that everyone gets, no matter what kind of game it is, Boots are always in your inventory and are considered a core item on every champion so far. I doubt I need to explain it any further.
![items/sapphire-crystal.png [items/sapphire-crystal.png]](guide/items/sapphire-crystal.png)
Sapphire Crystal
Despite Kassadin having a great mana regeneration source, it is still dependable on how many AA's you land and having good mana regen doesn't make up for the fact that two of his spells have high mana costs, while his ultimate has an increasing one if used in small intervals.
The item itself generally stands for any Mana item that builds out of it (e.g.
![items/archangels-staff.png [items/archangels-staff.png]](guide/items/archangels-staff.png)
![items/frozen-heart.png [items/frozen-heart.png]](guide/items/frozen-heart.png)
etc.)![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
Rabadon's Deathcap
I doubt I need to explain why an AP based champion needs a Rabadon's Deatchap in an AP build, but for those who are less informed on the matter, All of Kassadin's abilities scale off of AP which Rabadon's gives the most of on its own (ON IT'S OWN,
gives more if it's paired with
)Other Viable Items:
![items/archangels-staff.png [items/archangels-staff.png]](guide/items/archangels-staff.png)
/
![items/seraphs-embrace.png [items/seraphs-embrace.png]](guide/items/seraphs-embrace.png)
Archangel's Staff/Seraph's Embrace
A good choice if you want to spam your
to get larger amounts of damage from it. Kassadin can stack it really fast as well and it gives him a fair amount of AP. Now that it upgrades to
which makes it even better due to the active that can save you if you get caught when ulting into a fight.![items/frozen-fist.png [items/frozen-fist.png]](guide/items/frozen-fist.png)
Iceborn Gauntlet
A good replacement for
if you want to spam your
a little bit more, if you are afraid of getting shredded by AD in teamfights or if you're playing against an AD mid, get this. It'll also allow you to clear waves better due to the AoE benefit that it gives, thus not forcing you to waste your
stacks to clear a wave. Another reason for buying it is shifting your role from Assassin to AoE mage![items/banner-of-command.png [items/banner-of-command.png]](guide/items/banner-of-command.png)
Banner of Command
A good item if you want some pushing power due to it being the new promote. It gives armor, an HP regen aura and some AP. It's also good against AD mids like Talon/Pantheon. You can pop it while backing so you can get some extra gold from the promoted minion while you're not in the lane or to keep it pushed so the enemy loses CS and Exp.
![items/mikaels-crucible.png [items/mikaels-crucible.png]](guide/items/mikaels-crucible.png)
Mikael's Crucible
Not bad as a Mana item, the active is also very nice, healing you for a good amount, but I feel that QSS is better on Kassadin since this can't be activated while stunned/silenced and similar, only while slowed or rooted which aren't problems for Kassadin due to his ult.
![items/banshees-veil.png [items/banshees-veil.png]](guide/items/banshees-veil.png)
Banshee's Veil
If you're going for a bit of a defensive build this is not a bad pick. It might help you get out of some sticky situations with your
by blocking a stun or a spell that deals a large amount of damage. The HP, Mana and extra MR are also a very nice boost in lane. If you're going for it I'd recommend getting a
and finishing it somewhere in lategame since unlike
or
doesn't keep the HP and Mana resoration per levelup passive which might save you more times than a single shield.![items/boots-of-mobility.png [items/boots-of-mobility.png]](guide/items/boots-of-mobility.png)
Boots of Mobility
Not a bad choice, it'll allow you to get around the map for ganks faster, but if you get them, I'd recommend getting
for the penetration instead of
.![items/frozen-heart.png [items/frozen-heart.png]](guide/items/frozen-heart.png)
Frozen Heart
Not picked up a lot on AP carries, but in my opinion this is a very good item for Kassadin due to the mana that it gives AND the CDR, plus the 2nd highest amount of armor and a -20% AS aura on enemies. Get it against AD heavy teams or against a matchup like
or
mid.![items/guardian-angel.png [items/guardian-angel.png]](guide/items/guardian-angel.png)
Guardian Angel
The item that made Season 2. Apart from the defenses that it gives, the passive is excellent on Kassadin. If you manage to die, it'll give you a second life and will give you enough time and mana to reset the Cooldown on your
which will get you another chance to get the hell out of there.![items/liandrys-torment.png [items/liandrys-torment.png]](guide/items/liandrys-torment.png)
Liandry's Torment
A very situational item, the stats are good for Kassadin, but the effect isn't all that flashy on Kassadin. You can fully use it if you have enough CDR but I feel it's more of a DoT mage item than a burst caster item.
![items/ionian-boots-of-lucidity.png [items/ionian-boots-of-lucidity.png]](guide/items/ionian-boots-of-lucidity.png)
Ionian Boots Of Lucidity
Another good buy if you fancy CDR over Mpen for Kassadin. I personally take
for the CDR and top it off with either a blue buff or a CDR pot, but this is one of the best earlygame CDR solutions.![items/locket-of-the-iron-solari.png [items/locket-of-the-iron-solari.png]](guide/items/locket-of-the-iron-solari.png)
Locket of the Iron Solari
Changed to give CDR and more health instead of the HP regen aura, the HP regen is still there but it's no longer an aura. The subsequent shielding has been nerfed but it's still a great pickup even though subsequent shields grant 50% less shield strength
![items/mercurys-treads.png [items/mercurys-treads.png]](guide/items/mercurys-treads.png)
Mercury's Treads
If you want to get some CC reduction against a CC heavy composition. Not as recommended as some other boots if you have
for example and since you have
, but an extra precautionary measure never hurt.Morellonomicon (formerly Morello's Evil Tome)
A very decent item. Gives you CDR, Mana Regen, AP and a Grievous Wounds passive that works after the enemy goes under 40% HP. It'll let you handle sustain champs well. I recommend picking it up against Sustain heavy champions like
or
.![items/ninja-tabi.png [items/ninja-tabi.png]](guide/items/ninja-tabi.png)
Ninja Tabi
Again, one of those defensive choices for Kassadin. Take it against an AD heavy team or against an AD mid, again mentioning
and
as examples.![items/quicksilver-sash.png [items/quicksilver-sash.png]](guide/items/quicksilver-sash.png)
Quicksilver Sash
A personal Get-Out-Of-Jail-Free card. A very cheap and effective item against most AP casters with Heavy CC due to it's active that removes all Debuffs and the decent MR that it provides. I'd recommend getting this against
and ![champ/malzahar.png [champ/malzahar.png]](guide/champ/malzahar.png)
![items/twin-shadows.png [items/twin-shadows.png]](guide/items/twin-shadows.png)
Twin Shadows
A good scouting tool. It gives you 5% extra MS as well as AP and some MR which can help you in lane.
I usually sold it lategame due to it not being strong lategame as some other items are.
![items/rylais-crystal-scepter.png [items/rylais-crystal-scepter.png]](guide/items/rylais-crystal-scepter.png)
Rylai's Crystal Scepter
If you want some extra beefiness paired with a slow then pick this item up. It might be a bit useless since you have your
, but it is only effective for a short time and this item will help you chase someone better by applying slows constantly. Be wary that it only applies the full slow duration with your
, and that it only applies 35% with your
.![items/will-of-the-ancients.png [items/will-of-the-ancients.png]](guide/items/will-of-the-ancients.png)
Will of the Ancients
A decent pick, if you want to have sustain, which Kassadin has none of, it will let you leech off quit a bit of HP due to the low cooldowns that Kassadin has.
Items to note for "The Other Kassadin" build
(viable options for the AS item slot)
![items/guinsoos-rageblade.png [items/guinsoos-rageblade.png]](guide/items/guinsoos-rageblade.png)
Guinsoo's Rageblade
The item that gets so little love these days, RARELY built on Jax but that's about it (mostly me though). It gives you all the stats that you need for an AS Kassadin item: AD to get a little bit of oomph for your AA's, Stacking AP for everything, and stacking attackspeed equaling to 32% on 8 stacks, making it a very good item for the
slot. In S3 it received a buff giving you 20% AS and 10% lifesteal until you exit combat, the lifesteal isn't all that relevant for Kass, but another 20% AS isn't too shabby.![items/nashors-tooth.png [items/nashors-tooth.png]](guide/items/nashors-tooth.png)
Nashor's Tooth
Oh damn, this item just got so damn good, it's not even real. It still holds all it's old stats, the AS, the AP and the CDR, but now that it got Malady's on-hit damage passive of 15% of your AP, it's insanely good for him.
![items/wits-end.png [items/wits-end.png]](guide/items/wits-end.png)
Wit's End
I had to put it in once I realized the description for it was missing. And holy hell did it just get a great buff that works well on AP's that benefit from auto's like
,
and the like. Since it now steals MR from the opponent and gives it to you, it effectively means that it gives you 25 MPen along with the on-hit damage, the large chunk of MR and the attack speed, making it an ideal pickup for the
utilizing Kassadin player.![items/zephyr.png [items/zephyr.png]](guide/items/zephyr.png)
Zephyr
A great pickup if you want CC reduction and some extra MS. It gives a huge AS boost as well making it worthy of the AS slot.
Items with a Special Note:
![items/hextech-gunblade.png [items/hextech-gunblade.png]](guide/items/hextech-gunblade.png)
Hextech Gunblade
If you want some spellvamp and you have some extra gold, I'd suggest going
over
if you're looking to improve your own damage. It might give a bit less AP, but the AD, lifesteal and active make up for it by a lot. Even though the item got nerfed, it is still very useful, though somewhat expensive, and the active is great for chasing.
Boot Enchantments
![items/enchantment-alacrity.png [items/enchantment-alacrity.png]](guide/items/enchantment-alacrity.png)
Enchantment:Alacrity
Good if you're facing skillshot champions or champions like Karthus or Cassiopeia so you can dodge their Q's. Personally not much else needs to be said about it or any other enchantments for that matter. Just short and simple.
![items/enchantment-captain.png [items/enchantment-captain.png]](guide/items/enchantment-captain.png)
Enchantment:Captain
Not worth it on Kassadin, good if you want to push a lane, but leave that enchant to your jungler or toplane if you want the MS since it doesn't work for you if you have it.
![items/enchantment-distortion.png [items/enchantment-distortion.png]](guide/items/enchantment-distortion.png)
Enchantment:Distortion
Probably the best enchant for Kassadin since it brings Flash back to it's original cooldown and if you're running ghost/teleport reduces theirs as well which will let you be more mobile.
![items/enchantment-furor.png [items/enchantment-furor.png]](guide/items/enchantment-furor.png)
Enchantment:Furor
The 2nd best boot enchant for Kassadin. It gives an extra 12% MS that decays over 2 seconds. It's really useful when chasing, but not so much for escapes.
![items/enchantment-homeguard.png [items/enchantment-homeguard.png]](guide/items/enchantment-homeguard.png)
Enchantment:Homeguard
It's good if you want to get back to lane faster due to the large MS boost and since it instantly heals you when you get to the fountain. Especially good with
![summoners/teleport.png [summoners/teleport.png]](guide/summoners/teleport.png)
Early Game
Early game is as simple as it gets. Concentrate on farming. Poke with your
when they get in range, but don't overextend since you don't have any escape tools pre-6 unless you're carrying
or
. Always keep moving if it's a skillshot based champion, and always keep your distance against long range nukers like
.As far as warding early is concerned, ward on either the enemy wraith camp and the intersection between their mid, bluebuff and wolf camp if your top and bot are warding or the solitary bushes on river if neither of the lanes have wards placed. More is explained in the "Warding" section.
Mid Game
You're level 6 and you got your
, now you're free to push your lane and gank other lanes. Kassadin was built for ganking and you should utilize that to get an extra advantage on the enemy team during the Mid Game, and to get some farm yourself so you can be more useful in teamfights.You can now duel (almost) anyone in your lane as well now, if the lane is kept equal (10-20 CS difference doesn't matter). Before you initiate, if the enemy is a skillshot champion, poke him/her from range and force him/her to use his/her skillshot and then just
over it into his/her face and use everything that isn't on cooldown. Dodging ganks will be a cakewalk now as long as you have at least 100 mana and no stacks of riftwalk.A couple of teamfights will start breaking out during Mid Game as well. Due to your mobility you won't have much trouble focusing their squishies and taking them out of the fight. Maneuver any CC's that the enemy has and poke them bit by bit before one of your teammates initiates.
When you get your ult, you won't need to ward the solitary bushes anymore, your key ward points now are Dragon, the Blue/Wolf/Mid intersection and the Wraith camp. Baron only becomes a key ward point when he spawns (15:00)
Late Game
You're getting closer to finishing your build. You're a walking powerhouse now. Keep the strategies of Mid Game in mind. Ward objectives and focus on squishies in teamfights because now you should be able to kill them in one combo if you don't get interrupted. Always wait for either your toplane or jungle to initiate, never initiate on your own because they can kill you just as easily as you can kill them and going Rambo never helps your team.Bait their skillshot cooldowns out using the same strategy as you would in Mid Game.
Warding locations gain one more key point and that's baron, Wraiths and the intersection become optional warding spots now.
Team Fights
Even though most of it is explained in the Mid and Late Game chapters, I'll put some more short info here.Your main role in a teamfight is to disrupt the enemy team, create confusion and pick their squishies off.
Poke the enemy with your
, slow them to prevent them from reaching your carry via
, always look for the best time to land it though, you don't want to waste an AoE spell on only one person. Bait the enemies into wasting their skillshots on you and juke them with your
. Don't rush into teamfights, look for an opening on the enemy carries, either AP or AD it doesn't matter(unless Galio) and burst them. Just be sure that you can escape afterwards since you're one of your team's carries as well.
Warding Locations
Color explanations.Red - places you should ward if the Blue markers have wards on them
Blue - places that your top and botlane should ward
Yellow - places you should ward if the blue markers don't have wards on them
Purple - general counterjungling ward locations
![[http://i.imgur.com/CWfM1.png]](http://i.imgur.com/CWfM1.png)
Why red and yellow options, why not just yellow/red?
Well, this is mostly efficiency wise. If you're playing a sologame where there's not much communication between the team and your other lanes barely ward then yellow is generally the best option. It covers all possible ganking entrances unless the enemy is a stealth champion or unless he decides to come and gank from your red, which is highly unlikely unless the bottom has no ward coverage whatsoever. The red marker option is mostly for better awareness, because if the blue markers are warded, then you put pressure on the enemy jungler, you will see him coming out of (almost) every possible entrance, again, unless lee sin/shaco/jax/jarvan and similar, but this in turn will let you know if he's going for a buff, or doing wraiths or similar. Wards help you win the "contested terrain" that is river, and the more terrain that is under your vision, the better your chances are of denying the enemy kills and gold.
![[http://i.imgur.com/riAjzl.jpg]](http://i.imgur.com/riAjzl.jpg)
![[http://i.imgur.com/mClAy.jpg]](http://i.imgur.com/mClAy.jpg)
This is where your yellow marker wards should usually be, they cover the entire river, making it hard for enemy jungler to gank without being noticed. The 2nd picture shows how the setup should look like on the map and how much does it reveal.
![[http://i.imgur.com/bSMpi.jpg]](http://i.imgur.com/bSMpi.jpg)
![[http://i.imgur.com/2aa71.jpg]](http://i.imgur.com/2aa71.jpg)
These are the red marker ward locations. Now, if the blue marker locations were warded as well, you'd see just how effective only four wards are at map control instead of spamming 10 wards on random places on the map. The 2nd picture shows just the mid locations (red marker wards) but you can see that it actually reveals the area around the wraith camp, the backside redbuff route, and the routes from both wolves and the backside bluebuff route, if the other locations were warded as well you would have vision on the tribush as well to prevent the enemy from bypassing your wards and the dragon route on bot.
Well, this is mostly efficiency wise. If you're playing a sologame where there's not much communication between the team and your other lanes barely ward then yellow is generally the best option. It covers all possible ganking entrances unless the enemy is a stealth champion or unless he decides to come and gank from your red, which is highly unlikely unless the bottom has no ward coverage whatsoever. The red marker option is mostly for better awareness, because if the blue markers are warded, then you put pressure on the enemy jungler, you will see him coming out of (almost) every possible entrance, again, unless lee sin/shaco/jax/jarvan and similar, but this in turn will let you know if he's going for a buff, or doing wraiths or similar. Wards help you win the "contested terrain" that is river, and the more terrain that is under your vision, the better your chances are of denying the enemy kills and gold.
![[http://i.imgur.com/riAjzl.jpg]](http://i.imgur.com/riAjzl.jpg)
![[http://i.imgur.com/mClAy.jpg]](http://i.imgur.com/mClAy.jpg)
This is where your yellow marker wards should usually be, they cover the entire river, making it hard for enemy jungler to gank without being noticed. The 2nd picture shows how the setup should look like on the map and how much does it reveal.
![[http://i.imgur.com/bSMpi.jpg]](http://i.imgur.com/bSMpi.jpg)
![[http://i.imgur.com/2aa71.jpg]](http://i.imgur.com/2aa71.jpg)
These are the red marker ward locations. Now, if the blue marker locations were warded as well, you'd see just how effective only four wards are at map control instead of spamming 10 wards on random places on the map. The 2nd picture shows just the mid locations (red marker wards) but you can see that it actually reveals the area around the wraith camp, the backside redbuff route, and the routes from both wolves and the backside bluebuff route, if the other locations were warded as well you would have vision on the tribush as well to prevent the enemy from bypassing your wards and the dragon route on bot.
NOTE: You don't have to ward both locations by yourself, ask your jungler to cover one of the 2 markers for you.
I apologise for the white background of the images, I forgot to save it in .png format, I will edit that out on a later date.
Lane Matchups
![champ/ahri.png [champ/ahri.png]](guide/champ/ahri.png)
Ahri
This should be a relatively easy lane. Her
doesn't heal for much earlygame and most of her damaging abilities are skillshots. I'd recommend silencing her with
and then getting some farm off so she can't launch her
on you, or simply just be extra careful and don't let her too close to you when you go in to get a lasthit off to minimize the chances of her
landing on you. Most Ahris don't max their
so you won't have to worry about any other significant source of damage until level 6 when she gets
and gets more mobility. You can still easily win trades in your lane since you have better mana management and have faster skills, not to mention when you get
, she will have an even harder time landing any of her spells on you. Her
is easily dodgeable by just staying behind your minions or juking it out with ![skills/kassadin/r.png [skills/kassadin/r.png]](guide/skills/kassadin/r.png)
![champ/akali.png [champ/akali.png]](guide/champ/akali.png)
Akali
A decent midlane pick, even though she's rarely seen nowadays. The good part about this matchup is that she's melee just like you and her
doesn't have that great of a range, but she can still poke you with it a bit, even though she can't activate it pre-6 if you play it smart.The real problem pre-6 is her
, if she throws it on you, you get slowed and she can catch up to you or force you to waste
if an enemy jungler is nearby. If she gets in it she becomes invisible and that much more of a pain to deal with. Avoid fighting her in the Shroud. You can still damage and slow her with your
while she's in there. After 6, she gets yet another annoyance,
, but that skill is no match for your
, though she will be able to detonate her
now, but it still won't be able to compare to your harass.![champ/anivia.png [champ/anivia.png]](guide/champ/anivia.png)
Anivia
This should be an easy lane, again if played well. Anivia is a pretty squishy champion, having the lowest maximum HP out of all current champions. Don't get stuck in minions pre-6 so you can avoid her
and dodge the ball sideways of the ball's path, don't go right back because it WILL hit you, and we don't want that due to anivia's large
nuke if she gets to frost you. Harass her with your
to try and poke her enough to pop her
then either kill her while she's in her egg form if she's away from her tower and you're sure that you can take her down or your jungler is in your lane, or just leave her be and farm knowing that she'll play more defensively and you can farm better. She won't become a problem even after you both hit 6 due to your increased mobility, her
won't be a threat at all after 6 as well.![champ/annie.png [champ/annie.png]](guide/champ/annie.png)
Annie
Due to the range nerf on Kassadin's
some time ago, Annie has become a problem for him since her Autoattack has similar range as your
now (about 25 range difference but that isn't that big). Even though you have your
to reduce her damage output, you still have to be careful knowing that she can take her whole combo out on you if she lands her
. The only solution that I've found of dealing with her pre-6 is to either get your jungler to gank her since she only has her
for escaping, which isn't all that reliable or let her push to your tower and farm there since she can harass you with her autoattacks. After level 6, you can counter the auto attack range with your
and the
with your
(this being effective on rank 3 or higher due to it completely cancelling out her spells for 1.8 seconds on that rank while her stun lasts for 1.75 seconds) ![champ/brand.png [champ/brand.png]](guide/champ/brand.png)
Brand
Due to most of his burst being reliant on skillshots he shouldn't be a problem. His
can be easily dodged if you stand behind your minions. The only spell that should be able to hit you earlygame is his
due to it not being skillshot reliant. When you want to harass him, wait for him to use his
because both your
and
have a slight wind-up time which might cost you more damage than you'd do to him. After 6 it should be even easier to dodge those 2 spells, but you will have to worry about the burst from his
. It should still be an easy matchup though. Brand doesn't have any escapes as well so if you get a gank and manage to get a kill or two on him, you're going to snowball your lane and be able to dominate your lane for the remainder of the laning phase.![champ/cassiopeia.png [champ/cassiopeia.png]](guide/champ/cassiopeia.png)
Cassiopeia
She's a bit tougher, she has a more potent poking ability than you and can push the lane to your tower fast. If you want to harass her, wait for her to use her
and then shoot one of your abilities. You will probably get damaged as well due to her being a poison based champ and her being able to land one of her spells before your
lands. After 6, care for her
, it has a lower range than your
, so keep poking with that and dodge her abilities with your ![skills/kassadin/r.png [skills/kassadin/r.png]](guide/skills/kassadin/r.png)
![champ/chogath.png [champ/chogath.png]](guide/champ/chogath.png)
Cho'Gath
Seen more often in the Midlane now due to him being a great burst champion with decent scalings, good sustain and a lot of aoe CC. He'll be hard to beat in lane as time progresses. You can beat him earlygame by poking him and zoning him away from minions, though that's easier said than done since he can farm with his abilities. Don't go into melee range against him after 6 unless he's silenced unless you want to risk getting
-ed on. If he gets spellvamp he'll be impossible to push out of lane. I personally wouldn't pick Kassadin against him because Cho will win most trades against you due to his sutain.![champ/diana.png [champ/diana.png]](guide/champ/diana.png)
Diana
Diana has been something that has irritated me in midlane ever since she got released. Even though she got hit by the nerfs pretty hard, she's still very viable, I'm just glad I don't see her as often as before. Her
is easy to dodge and you can silence her to avoid having to deal with that as well. Her
is great for sustaining enemy damage, thus it isn't great for us. Try baiting her to use her shield up before you poke her for maximum effect. Though remember, Even though you silence her, she can still use her
since it's her passive. After 6 she will gain some mobility but it's weaker than akali's and she'll only be able to pop it once if you keep dodging her
s, which shouldn't be a problem since you have
on 6. Lategame her damage will fall off a bit more than yours so you will have the advantage there. Oh, and don't get caught in her
pre 6 unless you want to take some heavy damage.![champ/elise.png [champ/elise.png]](guide/champ/elise.png)
Elise
Yes Elise, I have already explained how ridiculously broken she is and I stand by that fact. Most people think that AP Elise is weak, but if people built her like I do kassadin for instance, with a lichbane and an AS item on mid, she would devastate anything. Stay behind your minions so she can't land
or
in her human form, and kite her when she's in spider form with
. Her human form
doesn't do much damage early, but it devastates on lategame, but you should have enough defenses against magic users to be able to shrug that damage off. If she leaps on you with her spiderform
after 6, be ready to riftwalk the moment she lands, so she can't use her
or
on you.![champ/evelynn.png [champ/evelynn.png]](guide/champ/evelynn.png)
Evelynn
She's becoming a rather popular mid pick nowadays. Even though she got nerfed, she's still pretty viable. She's a very mobile champion who can clear your E slow with her
. She also has great mana management just like you due to her
. She has a spammable skill which won't do much earlygame, but keep her silenced nonetheless. Her
is a giant nuke which you can't really avoid, but you can kite her around after 6 if you manage to bait her into wasting her
before you land your ![skills/kassadin/e.png [skills/kassadin/e.png]](guide/skills/kassadin/e.png)
![champ/fiddlesticks.png [champ/fiddlesticks.png]](guide/champ/fiddlesticks.png)
Fiddlesticks
Barely ever seen in the game nowadays, let alone in midlane, but I have to write about it in case he becomes popular again. He's a tough matchup due to the heal from
, the long fear from
and the silence from
, but he is easily mana starved so take that to your advantage. If you manage to deny his bluebuff when it spawns for the second time, you will win your lane. Also, his
is a channeled spell so it can be interrupted by silence or broken by walking away.![champ/fizz.png [champ/fizz.png]](guide/champ/fizz.png)
Fizz
I can't even begin explaining the hate that I have for this guy, luckily he isn't played that much anymore. As soon as he gets all 3 of his spells, he'll just dodge all of yours while chunking you slowly. Let him push to your tower and then when you see him using his
to get on you, shoot your
immediatelly so he can't dodge it with his
and slow him with
which will get you a kill due to both your damage and the damage from the tower, or at the very least force him to waste his flash to escape after the silence ends. After 6, dodging all of his skills should be easy with
where you should win your lane if the lane is even or if you are at an advantage over him.![champ/galio.png [champ/galio.png]](guide/champ/galio.png)
Galio
Your lane equal. Practically a mage counter versus a mage counter, where he has hp sustain and you have mana sustain, but you're still a more mobile champion than him and his
is easy to dodge, but don't make your dodge pattern too obvious otherwise a smart galio will adapt to it and will be able to hit you more; mix it up a bit. Try not to attack him while he has his
up. See when he's about to go on you for his
and shoot your
on him to break it early causing it to do minimal damage, or simply
out of it, but that's a bit harder to acomplish than the first method.![champ/gragas.png [champ/gragas.png]](guide/champ/gragas.png)
Gragas
Somewhat similar to Galio as far as matchups go. His
is very slow and should be easily dodgeable if you keep your distance from it and doge it sideways and not behind. Try and not to poke him while his
lasts, even though it's a very long buff. The best way to avoid damage from his
is to stay near a large group of minions because it's damage splits among targets hit. After 6, dodging any spell should be a cakewalk, you'll only have some trouble dodging his
but you can use the knockback to your advantage by
ing to the side of the ult that knocks you away from the enemies.![champ/heimerdinger.png [champ/heimerdinger.png]](guide/champ/heimerdinger.png)
Heimerdinger
A tough matchup pre-6, he becomes easier to handle after you get
![skills/kassadin/r.png [skills/kassadin/r.png]](guide/skills/kassadin/r.png)
His
is what mostly ruins your day pre-6, zoning you away from minions and preventing you from going for the kill on Heimerdinger. Dodge his
, it's a slow moving spell so it should be relatively easy, if you can't dodge it, at least move away from it's center so you don't get stunned. After you get 6, flank around his turrets on Heimerdinger and kill him.![champ/janna.png [champ/janna.png]](guide/champ/janna.png)
Janna
AP Janna has gotten many nerfs, but she's still strong, but she is easily countered. Even though she has high mobility with
and
, her damage isn't reliable. Her
is easily dodgeable, and she has to choose between mobility or damage when it comes to her
. Her shield strength from her
has no scaling either so it falls of later. After 6, you'll be able to dodge most of her damage.![champ/karma.png [champ/karma.png]](guide/champ/karma.png)
Karma
She's a decent midlane pick, contrary to popular belief, but she doesn't do all that well against Kassadin. Her
shield is strong and the damage from it is strong if boosted by a karma stack. She won't be able to boost it with karma many times though. To add to her disadvantage, she's a very mana hungry champion, much like fiddlesticks, so she won't be able to harass as much as you will. Her
is relatively short range so she probably won't be able to hit you with it.![champ/karthus.png [champ/karthus.png]](guide/champ/karthus.png)
Karthus
He's not as irritating as Cassiopeia and is much easier to win against because he can only slow you with his
. You can poke him hard and shut him down early due to him being unusually slow. Dodge his
and just harass him. If you kill him, move away immediately because he can still kill you thanks to his
. I don't even have to mention the dangers of his
.![champ/kassadin.png [champ/kassadin.png]](guide/champ/kassadin.png)
Kassadin
I don't know what to say. All I know is, a Kassadin is going to win, it's up to you to decide which one it's going to be.
![champ/katarina.png [champ/katarina.png]](guide/champ/katarina.png)
Katarina
She's really good after the rework in my opinion, lots of mobility and damage. Lacking in damage and farming earlygame, but decent. Take care of her
poke, even though it isn't that threatening until level 2, it's still tough. You'll still win trades early due to you outdamaging her, and if she decides to
on you, you'll be able to get all three of your spells on her which will in turn mean that you won that trade. Manage your mana against her because she is a resourceless champion. You can easily shut down her
by either silencing her with
or
ing out of range.![champ/kennen.png [champ/kennen.png]](guide/champ/kennen.png)
Kennen
He is an OK matchup. His
hurts early on, but it's easily dodge by standing behind minions. His
and
are what's going to be giving you real problems against him. You can't dodge the electrified shuriken from his
, and his
allows him to either escape from ganks, clear a wave fast or position himself better to hit you with
. His ulkt should be a bit easier to dodge for you than other champions due to your
but don't forget to slow him with
before you
out because he can use his
to catch up to you. If he uses a Zhonya's after casting
that's just going to be a bonus for you.![champ/kogmaw.png [champ/kogmaw.png]](guide/champ/kogmaw.png)
Kog'Maw
One of your actual counters in lane. He can outtrade you if he manages to activate his
before you silence him, and will generally outrange you with it. You'll be pretty much dominated pre-6 unless your jungler comes to gank and you get a kill on him, you'll be able to turn the tables on him. Nothing he has in his kit will be a bother to you after 6. His
will be easy to dodge with your
.Do take care of his
when you kill him, because the damage from it knows to be quite nasty and could possibly even the score pre-6.![champ/leblanc.png [champ/leblanc.png]](guide/champ/leblanc.png)
LeBlanc
You can win this lane fairly easy if you constantly get your
's off on her and proceed with harassing her. She has no reliable farming tool as well so you can push the lane to her tower, causing her to lose CS in the process. She does have a hefty nuke though so be careful when she's not around as she can
out of a bush and
+
+
a decent chunk of your health of while escaping with minimal damage taken. Still, she's a weaker version of you so you shouldn't have to worry much about her.![champ/lissandra.png [champ/lissandra.png]](guide/champ/lissandra.png)
Lissandra
Apart from the early poke ability, you should be able to handle this lane nicely. Go for the usual
+
harass combo early up until level 6 and then include
into your poke rotation. That should keep her at bay due to most of her main damaging spells being relatively low range (apart from the
. She has good mana sustain with her
and it'll usually come down to who can hold his mana the best in lane later in the game, but from levels 3 to 11, starting from when you get the full combo, you should be at an advantage and depending on your performance, the duration of your advantage will either increase to the point of you beating her, outpushing her and ganking lanes, or decrease to the point of her holding you at gunpoint. But, the difficulty of playing against a Lissandra is based on the skill of both the Kassadin and the Lissandra player, where it ends up being more of a skill matchup rather than a "Who Counters Who Better" showdown.![champ/lulu.png [champ/lulu.png]](guide/champ/lulu.png)
Lulu
She's a pest early due to the polymorph silence on her
, her shielding or damaging capability with
and the damaging large slow on
, but she does fall off lategame. Try and silence her before she gets to pop
on you. After six take care of
due to the instant health that she receives and the slowing aura.![champ/lux.png [champ/lux.png]](guide/champ/lux.png)
Lux
Much like Lulu, a pest early on, but her skills are all skillshots and are relatively dodgeable if you keep your distance away from her, which is hard since you will have to CS. She packs a lot of CC and damage in her kit with her
and
; that, paired with her
will cause a lot of damage to you if you get caught in the entire combo. On level 6 you should always have your trigger finger on
because that's when she gets her highly damaging snipe ability,
which means that you aren't safe when you're basing with low hp behind a couple of turrets, though after 6 dodging all of her skills should be relatively easy if played smart.![champ/malzahar.png [champ/malzahar.png]](guide/champ/malzahar.png)
Malzahar
A little underplayed at the moment, but man this champion has a lot of ways to keep damaging you. Your silence won't be as effective as it is against other champions. I recommend waiting for him to use his
on a minion so you won't have to worry about him placing it on you when you go in to harass him. Dodge his
after you throw your silence and then go in for the kill. If you do this properly, you have just dodged his
damage, his Voidling damage and the silence and damage from his
. After he gets 6, don't let him catch you in a
+
combo, because it will chunk you for a lot of health, if not kill you. There are two keys to dodging this: #1: Don't get hit by the silence so you can either
out or
out of his
before he manages to cast his
and #2: Buy a
so you can cancel his
altogether.![champ/maokai.png [champ/maokai.png]](guide/champ/maokai.png)
Maokai
Mostly seen in jungle, but found in midlane when champions with spammable abilities need to be taught a lesson. He is a tough matchup to go against, due to the sustain from his
which is up more often than your
is. His
and
will be hard to dodge pre-6. You can however dodge his
by getting out of the point of impact and leading it through minions so it doesn't explode on you. After 6, he'll get even tankier with
, but you'll be able to dodge most of the damage that he'll do. I'd recommend building the AS item and/or
so you can do damage without proccing to many spells, to diminish his sustain potential.![champ/masteryi.png [champ/masteryi.png]](guide/champ/masteryi.png)
Master Yi
AP master yi is a cakewalk for Kassadin. The one thing that irritates people about AP yi is his
heal, which you can shut down with your silence. His only source of damage is his
which won't deal that much damage if you shut him down. His
won't be a problem for you since you'll be able to chase him down with
.![champ/mordekaiser.png [champ/mordekaiser.png]](guide/champ/mordekaiser.png)
Mordekaiser
He has decent burst, so he will be a problem early on and he's hard to poke due to his
and
. Take good care of his shield meter and then time your poke exactly when it's really low and when there are no minions around for him to replenish his shield. After 6, it'll be easy to kite him around. You can also get a
to cancel his
so the dot won't accidentally kill you and give him a ghost.![champ/morgana.png [champ/morgana.png]](guide/champ/morgana.png)
Morgana
A relatively easy lane. She won't be able to damage you. Stay behind your minions when she uses
and move away from her
. Bait her
out by making it look like you're going on the attack or by using your
since it's instant and then wait for it to go down so you can place your
on her. When she gets her ult you can easily get out of it by just
to the direction that is farthest away from her and that should break it. The only problem that you'll have against her is that she pushes better than you and will probably force you to your tower which might cause you to lose some CS.![champ/orianna.png [champ/orianna.png]](guide/champ/orianna.png)
Orianna
She's a pest earlygame. Her
will be a constant bother throughout the game and even if you silence her, she can still hurt you via her
. After 6, it should get a little easier, as it is against any other champion, but do have in mind that she has a shield which can absorb the damage that you dish out. Also take care never to get caught on a ball after 6 because of her ![skills/orianna/r.png [skills/orianna/r.png]](guide/skills/orianna/r.png)
![champ/rumble.png [champ/rumble.png]](guide/champ/rumble.png)
Rumble
Not seen in midlane often, but it does happen. He doesn't use mana so he'll be harder to push out of lane. He's an excellent pusher so you might find yourself farming at your turret most of the time. Care not to stand in the open so he can't land his
. Also remember that he can keep channeling his
even through the silence if he activated it before the silence hit. He also has his
which increases his sustain against you, try baiting him to overheat and then kite him. After 6, do your best to stay out of his
because it WILL devastate you if you stay in it for too long.![champ/ryze.png [champ/ryze.png]](guide/champ/ryze.png)
Ryze
You can deny him earlygame while his cooldowns are still low, but as the game progresses, he'll most likely be getting tankier via items like
or
which will make the lane harder for you and easier for him. Plus, the sustain from his
is nothing to me ignored. His machinegun like spellcasting order makes him a tough opponent when midgame hits. Use your earlygame advantage well and snowball out of it so you can help your other lanes out.![champ/sion.png [champ/sion.png]](guide/champ/sion.png)
Sion
Good old AP sion. Not seen much anymore even though he was FotM for a while. I'd personally carry
as one of my summoners against him, or get a
since they both counter him hard. He has two damaging abilities where one is timed and dependant on the shield not getting bursted through before he can re-activate it while his
is only a single target spell which doesn't do much if you just cleanse it off or move far enough that he can't get to you since the stun has a rather slow travel time. If you want to harass him, wait for his
to go down and then poke him, this should help you out with his lane. His
is useless for AP sion so you don't have to worry about that sustain.![champ/soraka.png [champ/soraka.png]](guide/champ/soraka.png)
Soraka
A real pest. Hard to push out of lane due to her ability to spam her
constantly. She can silence you just as well as you can with her
and her silence is instant, it doesn't travel, plus the sustain from her
and
is huge. If you want to go against her, harass her early, but use one ability first so you can bait her
out of her, then use the rest and go for a couple of AA's after the armor aura wears off.![champ/swain.png [champ/swain.png]](guide/champ/swain.png)
Swain
Swain is a champion that you can counter well. Even though he has very strong damage output later in the game, he needs farm to do so and he doesn't clear minion waves very well, he does trade very well though with his
and AA combo, BUT those skills have shorter casting ranges than your
which lets you harass him freely. You can also push his lane to his tower to make him lose a couple of CS. He is a mana hungry champion as well which he compensates with his
, but if you don't let him get much farm, he won't be able to sustain that much. Dodging his
is mandatory, never let yourself get slowed with
otherwise he'll probably land
and you'll eat his full combo. Always kite him for the range of your
and that shouldn't happen. After 6, you can dodge every source of his damage except his
which will let you win the lane against him.![champ/syndra.png [champ/syndra.png]](guide/champ/syndra.png)
Syndra
I haven't had much experience with facing this lane, but I can safely say that she's hard to win against. Her
has a large aoe and if she lands one directly on top of you, you won't be able to escape it's damage pre-6. Her
is also very strong, allowing her to slow you so she can deal even more damage to you, again a problem pre-6. One thing I've learned against her is that you should never stand in a direct line of her and one of her balls due to the stun part of her
. She has a large nuke with
, but it depends on the number of her balls on the field. If you see her stacking them, you can just
in and
her to disrupt that process. After you get your ult, all you should focus on when she's in question is moving constantly, dodging her
, and disrupting her
. If you do that you should be able to do nicely against her.![champ/talon.png [champ/talon.png]](guide/champ/talon.png)
Talon
He's very decent, one of my personal favorites. When it comes to facing him, he makes half your passive useless in lane since you won't be getting any magical damage from him (usually). Take care of his
as it has large range, the silence doesn't last that long though, but it's enough for him to do his combo. I personally don't like facing him in lane though. He's much like an AD version of Kassadin. The reason why I don't like going up against him is because he'll always be able to lay some damage on you. You will return the favor, but AFTER he finishes with his damage, but if you can build stuff like
or
, his damage will start falling off against you and you'll be able to win it. Overall he's a tough matchup due to his high burst and mobility after 6. Winning against him all depends on the skill level between you and the Talon player.![champ/teemo.png [champ/teemo.png]](guide/champ/teemo.png)
Teemo
Never playing against this annoying thing as a melee anything, EVER. (except Renekton)
Alright, ragemode aside, if you meet AP teemo on mid, you will get utterly destroyed. Your silence doesn't do much against his harass and you won't be able to win your lane unless you get a huge early advantage (2-3 kills). After 6, he'll be an even bigger annoyance due to his
. You won't be able to apply your
if he blinds you with
thus losing some of your damage output. His only offensive active that your silence can affect is his blind, but he can shoot it the same time you shoot your silence so it won't matter, all his other damage comes from either
or
.![champ/tristana.png [champ/tristana.png]](guide/champ/tristana.png)
Tristana
Rarely played as AP anymore, but she is still strong. Her
is a really strong burst spell, but if she uses it to damage you, she'll be open to your full combo thus doing that makes it a bad idea. Her other pre-6 damaging ability is her
which won't be a problem until later in the game when it starts outranging your silence due to it's range now scaling with her passive. After 6 you'll have a harder time sticking to her than against any other champion due to her
, but you'll be able to dodge her
damage because of your
. All in all, an OK matchup.![champ/twistedfate.png [champ/twistedfate.png]](guide/champ/twistedfate.png)
Twisted Fate
He's a rather easy matchup to go up against. Dodge his
's and poke him with your
when the
passes. He won't be able to
you since you can kite him around just like Swain due to it having his autoattack range which is shorter than your
. After 6, you can just leap over his
with your
on him, and burst him down with your full combo. If he's using his
within your sight range, silence him quickly, You'll help one of your lanes greatly by denying him the opportunity to gank them or prevent him from escaping.![champ/veigar.png [champ/veigar.png]](guide/champ/veigar.png)
Veigar
Well, he is fairly easy to deal with. The reasoning behind this is: a) On level one he will either have
and just stun you without being capable of doing any damage or he'll have his
which won't be doing that much damage early on. From levels 2-5 he might be able to trade with you, but you'll still be coming out on top there due to
and due to him not having much AP. On levels 6 and onward, surprise ![skills/kassadin/r.png [skills/kassadin/r.png]](guide/skills/kassadin/r.png)
-ing on him won't give him enough time to react with
or
allowing you to dodge most of his damage. Getting a
or
is very effective against him because it will either shut down a stun, or a portion of his damage. The AS kassadin build is also very good against him because you won't have that much AP as caster Kassadin to give his
strength. You can also effectively deny his
CS in lane by silencing before he goes on to lasthit a minion with it, thus preventing him from getting obscene amounts of AP. He's also very easy to burst down, especially with Kassadin due to him being naturally squishy and you being able to pump out everything on him in a short duration. Oh, also carrying
against him is a very favorable option.![champ/viktor.png [champ/viktor.png]](guide/champ/viktor.png)
Viktor
An OK matchup. He has a shield on his
for sustaining and decent CC on his
allowing him to be almost ungankable by the enemy if placed correctly. Your
still outranges his
by about 50 range, it might be a bit tricky to pull off but you can manage to poke him without letting him activate it and get his shield up. Try dodging his
as much as you can because it's damage is really high earlygame. Also, don't let yourself get caught too long in his
because it will stun you, leaving you helpless against his burst. After 6 you'll be able to dodge both the stun and the
easier and will let you be more agressive against him.![champ/vladimir.png [champ/vladimir.png]](guide/champ/vladimir.png)
Vladimir
Vladimir isn't all that strong against Kassadin on mid, especially since your
outranges all his spells. He can dodge your spells with his
but at a large healthcost that probably isn't even worth the use if he's on full health. If you don't let him farm you will be able to win your lane fairly easily. You might have some trouble when he gets some spellvamp but it shouldn't be too much to handle. After 6 you can easily chase him down since the
slow won't affect you that much since you can teleport all over the place, just make sure you hit your
before you go in and harass him to prevent any unnecessary heals coming from his side of the spell arsenal.![champ/xerath.png [champ/xerath.png]](guide/champ/xerath.png)
Xerath
Xerath can be somewhat of a hard lane to deal against, due to him being an artillery champion. You should be safe if you juke around his
, especially when he places his
on you, but that will take some very quick reflexes since the charge-up time isn't that long. Don't harass him unless you juke that since you won't be safe doing so. After 6, you can practically do whatever you please to him since juking every single one of his spells is going to be very easy and you can just go in, do your thing, and
back out.![champ/ziggs.png [champ/ziggs.png]](guide/champ/ziggs.png)
Ziggs
I'll admit, he's tough to beat in lane. His
is easy to dodge if you have room to do so, but his
will be a pain there due to it not having any travel time. You can still poke him better, if Ziggs gets silenced by your
he won't be ably to proc his
as well. After 6, you are going to have an easier time against him thanks to your added mobility.You can easily dodge his
with your
, so be sure to have one ready when he throws it out.![champ/zilean.png [champ/zilean.png]](guide/champ/zilean.png)
Zilean
Zilean is an annoying lane. His
outranges your
and he won't have any trouble placing it since he can speed himself up with
or slow you since that also has a longer range than your
, letting him poke you effectively, especially thanks to his double
combo. Killing him will also present a problem after level 6 due to his
, but if you manage to silence him before he uses it and burst him down during the silence duration, you will be able to kil him without him popping it. Overall a hard and annoying matchup, but falls off later in the game.![champ/zyra.png [champ/zyra.png]](guide/champ/zyra.png)
Zyra
She has outstanding poke and range. The key to beating her is to predict where her abilities are landing and dodging them and only then going in to harass her. She's pretty much like Xerath in terms of laneplay. After 6 she will get her
which shouldn't be a problem to dodge with your
. Stay away from her
's because they will chunk you down decently if you stay near them too much. If you kill her, be wary of her
pre-6 as she can do a revenge kill on you with it. After 6 it shouldn't be a problem to dodge with your ![skills/kassadin/r.png [skills/kassadin/r.png]](guide/skills/kassadin/r.png)
Dominion
One of the most broken champions for Dominion, by popular vote.I pretty much go with the same build on Dominion as I do on Summoner's Rift, I only get
+
and a couple of pots or a
while still building the same![items/sorcerers-shoes.png [items/sorcerers-shoes.png]](guide/items/sorcerers-shoes.png)
![items/rod-of-ages.png [items/rod-of-ages.png]](guide/items/rod-of-ages.png)
![items/lich-bane.png [items/lich-bane.png]](guide/items/lich-bane.png)
![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
![items/wits-end.png [items/wits-end.png]](guide/items/wits-end.png)
![items/void-staff.png [items/void-staff.png]](guide/items/void-staff.png)
You can replace
with
, the item makes Kassadin even more annoying than he regularly is, plus lowering his Cooldowns and increasing his survivability and mana pool at the cost of a small bit of damage.
Some tips (and hopefully some tricks)
I'll probably be short here since most of his tricks are included in his
, but I will add on this topic so no worries:- When buying in the fountain, use your
and
to gain stacks on your
so it can be active in when you come to lane. - Use
to get over walls. You can get over walls that are thicker than your
range, similar to the way Ezreal can do it with his
by clicking on the end of the ability range and getting teleported to the closes open side. I'll try working on a map for all those locations here. - Juke enemies over walls with your
to get away or to force them to use
and then simply
over the same wall yourself.
Things still left to do
This list will be updated the more I figure out that I'm missing:- Add a "Dominion" section
- Add a "Twisted Treeline" section
- Add a section on "Enemy junglers and which of them are bad for you"
- Add a "Sync with your own junglers" section
Final Comments
- Constructive Criticism/Opinions are always greatly appreciated, I always want to improve my guide and want to make it as detailed as possible.
- If you like/dislike the guide, I'd appreciate it if you'd write down your reasons for having such thoughts so I can work on bettering the things that people find wrong/keeping the right things right.
- That's about it for now, I hope I've helped you around with Kassadin and shown you some new ways of handling him as a champion. Good luck and have fun on the Fields of Justice.
Special Thanks
- CynicalEffect for giving more info on the
vs.
matchup - Samwise113 for giving more information on the
vs.
matchup
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2 months ago
2 months ago
2 months ago
You're right again, Kassa push better, but E dont deal tons of damage, you have to be in melee to farm, so you'll be combo (again) by Swain, or you wont really push well. And E cost mana and launched spell, you dont launch enough spell for spam E, and he doesn't spam too.
Plus, if you push, you can be ganked easily, and kassa dont have any escape pre 6.
I would agree that level 6 is quite balanced, but I think that a good Swain would take minions advantage/one or two kills, so Kassa wont be able to one shot someone when he ganks or at middle lane, and I think that kassa really need to outfarm his oppenent or get lots of kill to be useful, if he dont, his middle and late game will be so late that the game will be lost before...
But ofc, if kassa get the first blood or a kill, he will be able to win the lane, so it's far, as I said, from being Kassa's worst match up.
PS : Sry for my mistakes, I am not English :(
2 months ago
2 months ago
You tell that Kassa's Q outrange Swain, that's false : Kassa's Q casting time is so long that you wont have the time to Q and run away.
Before level 6, Kassa will have a hard time, but after level 6, you'll be able to farm well, but it will be difficult to kill swain, because he will get RoA or Abyssal, which will tank Kassa's burst. Then his sustain will heal him. I think the only good way to counter him really is to invade Swain's blue, so he wont be able to regen Kassa's burst, and Kassa will kill him, then snowball, etc...
Ofc it's far from being Kassa's worst match up, but it's far from being an easy one.
3 months ago
3 months ago
Im a huge fan of ap mids so I play both Kass and Ziggs. A good Ziggs is very good at picking up a kill with his ult, I would add in the match up section something about saving a rift walk for when he uses his ult! Also when Ziggs is silenced his passive won't proc, so there is little danger of retaliation.
4 months ago
4 months ago
You'd be better off with a Zhonya's or a Guardian Angel.
4 months ago