This Kassadin guide is for mid lane and is by Voyboy, a 2500 rated player on League of Legends. If you like playing assassin champions, Kassadin is the champion to play. His high burst and high mobility can snowball games in solo queue.
+0.17 ability power per level (+3.06 at champion level 18)
Greater Glyph of Scaling Ability Powerx9
Masteries
Points Available:30 / 30
Summoner Spell
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Null Sphere
Null Sphere
Kassadin fires a void bolt, dealing 80/130/180/230/280 (+0.7*AP) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 second(s).
Cost
70/80/90/100/110 Mana
Range
0
Cooldown
9/9/9/9/9 Seconds
Null Sphere
Kassadin fires a void bolt, dealing 80 (+0.7*AP) magic damage and silencing the target for 1 second(s).
Null Sphere
Kassadin fires a void bolt, dealing 130 (+0.7*AP) magic damage and silencing the target for 1.4 second(s).
Null Sphere
Kassadin fires a void bolt, dealing 180 (+0.7*AP) magic damage and silencing the target for 1.8 second(s).
Null Sphere
Kassadin fires a void bolt, dealing 230 (+0.7*AP) magic damage and silencing the target for 2.2 second(s).
Null Sphere
Kassadin fires a void bolt, dealing 280 (+0.7*AP) magic damage and silencing the target for 2.6 second(s).
Nether Blade
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+0.3*AP) magic damage.
Cost
25 Mana
Range
0
Cooldown
12/12/12/12/12 Seconds
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30 (+0.3*AP) magic damage.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 11 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 33.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 45 (+0.3*AP) magic damage.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 14 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 42.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 60 (+0.3*AP) magic damage.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 17 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 51.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 75 (+0.3*AP) magic damage.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 60.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 90 (+0.3*AP) magic damage.
Force Pulse
Force Pulse
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80/130/180/230/280 (+0.7*AP) magic damage and slow enemies by 30/35/40/45/50% for 3 seconds in a cone in front of him.
Cost
80 Mana
Range
0
Cooldown
6/6/6/6/6 Seconds
Force Pulse
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80 (+0.7*AP) magic damage and slow enemies by 30% for 3 seconds in a cone in front of him.
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 130 (+0.7*AP) magic damage and slow enemies by 35% for 3 seconds in a cone in front of him.
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 180 (+0.7*AP) magic damage and slow enemies by 40% for 3 seconds in a cone in front of him.
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 230 (+0.7*AP) magic damage and slow enemies by 45% for 3 seconds in a cone in front of him.
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 280 (+0.7*AP) magic damage and slow enemies by 50% for 3 seconds in a cone in front of him.
Riftwalk
Riftwalk
Kassadin teleports to a nearby location dealing 60/70/80 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs additional Mana and deals 60/70/80 additional damage, stacks up to 10 times.
Cost
100/100/100 Mana
Range
700
Cooldown
7/6/5 Seconds
Riftwalk
Kassadin teleports to a nearby location dealing 60 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs {Cost} additional Mana and deals 60 additional damage, stacks up to 10 times.
Riftwalk
Kassadin teleports to a nearby location dealing 70 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs {Cost} additional Mana and deals 70 additional damage, stacks up to 10 times.
Riftwalk
Kassadin teleports to a nearby location dealing 80 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs {Cost} additional Mana and deals 80 additional damage, stacks up to 10 times.
Q
Null Sphere
Kassadin fires a void bolt, dealing 80 (+0.7*AP) magic damage and silencing the target for 1 second(s).
E
Force Pulse
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80 (+0.7*AP) magic damage and slow enemies by 30% for 3 seconds in a cone in front of him.
Q
Null Sphere
Kassadin fires a void bolt, dealing 130 (+0.7*AP) magic damage and silencing the target for 1.4 second(s).
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 130 (+0.7*AP) magic damage and slow enemies by 35% for 3 seconds in a cone in front of him.
Q
Null Sphere
Kassadin fires a void bolt, dealing 180 (+0.7*AP) magic damage and silencing the target for 1.8 second(s).
R
Riftwalk
Kassadin teleports to a nearby location dealing 60 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs {Cost} additional Mana and deals 60 additional damage, stacks up to 10 times.
Q
Null Sphere
Kassadin fires a void bolt, dealing 230 (+0.7*AP) magic damage and silencing the target for 2.2 second(s).
W
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30 (+0.3*AP) magic damage.
Q
Null Sphere
Kassadin fires a void bolt, dealing 280 (+0.7*AP) magic damage and silencing the target for 2.6 second(s).
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 180 (+0.7*AP) magic damage and slow enemies by 40% for 3 seconds in a cone in front of him.
R
Riftwalk
Kassadin teleports to a nearby location dealing 70 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs {Cost} additional Mana and deals 70 additional damage, stacks up to 10 times.
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 230 (+0.7*AP) magic damage and slow enemies by 45% for 3 seconds in a cone in front of him.
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 280 (+0.7*AP) magic damage and slow enemies by 50% for 3 seconds in a cone in front of him.
W
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 11 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 33.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 45 (+0.3*AP) magic damage.
W
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 14 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 42.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 60 (+0.3*AP) magic damage.
R
Riftwalk
Kassadin teleports to a nearby location dealing 80 (+0.8*AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs {Cost} additional Mana and deals 80 additional damage, stacks up to 10 times.
W
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 17 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 51.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 75 (+0.3*AP) magic damage.
W
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 60.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 90 (+0.3*AP) magic damage.
VoyBoy says not to get archangels, and normally i wouldn't for kass, its just that I'm a bit of a spammer, and poke excessively, and I always prefer poking then chasing down then getting in an all out teamfight, so the extra mana is useful and needed. However, Voyboy is right, it is inadvisable for most kass players to get it, and the double ROA works really well.
It's generally suboptimal, but far from the worst thing you could do.
I used to have fun doing a build similar to the double ROA build, but with a Tear in place of the second ROA (turning it into an AA much, much later). You trade some survivability and burst damage for the ability to chase (and kill) people with 5+ stack Riftwalks.
It's still imperative that you get your ROA and Sorc Shoes ASAP. Kass has a really weird power curve where he's pretty weak early on until he gets that ROA, then he starts really ramping up.
It's a fun gimmick item, but there are a lot of games where getting close enough to autoattack will not be a legitimate option, especially later in the game when people are all grouped up.
Whether you get the second ROA or not is a matter of taste, but even if not... there's still a lot of items that are better choices for Kass than Lich Bane.
the guide doesnt reccomend going to 2 RoA, it reccomends one. the first line is the core items you must get to as quick as possible, the 2nd line is the endgame build.
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Posted 4/22/2013 10:43:37 AMVoyBoy says not to get archangels, and normally i wouldn't for kass, its just that I'm a bit of a spammer, and poke excessively, and I always prefer poking then chasing down then getting in an all out teamfight, so the extra mana is useful and needed. However, Voyboy is right, it is inadvisable for most kass players to get it, and the double ROA works really well.
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Posted 5/3/2013 1:25:57 PMwell...i think archangels is better...u get ur shield anyway(its around 350-750shield)...+u get 350more mana +10mana/5sec
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Posted 4/9/2013 8:55:40 AMWhat about Archangel staff..... just asking. No hate please
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Posted 4/9/2013 5:53:55 PMIt's generally suboptimal, but far from the worst thing you could do.
I used to have fun doing a build similar to the double ROA build, but with a Tear in place of the second ROA (turning it into an AA much, much later). You trade some survivability and burst damage for the ability to chase (and kill) people with 5+ stack Riftwalks.
It's still imperative that you get your ROA and Sorc Shoes ASAP. Kass has a really weird power curve where he's pretty weak early on until he gets that ROA, then he starts really ramping up.
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Posted 3/26/2013 6:29:08 PMWhy not Lichbane instead of two Rod of ages? he has low cooldowns and makes lots of autohots during battle, i don't see the point in not buying it
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Posted 4/9/2013 5:58:03 PMIt's a fun gimmick item, but there are a lot of games where getting close enough to autoattack will not be a legitimate option, especially later in the game when people are all grouped up.
Whether you get the second ROA or not is a matter of taste, but even if not... there's still a lot of items that are better choices for Kass than Lich Bane.
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Posted 3/8/2013 8:09:00 PMI guess 1 point should be placed in spell sword, to add dmg to your W!?
Anyway, thanks for your Guides, great help! Keep going.
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Posted 1/22/2013 9:21:30 AMi played Kassadin for first time with these upper stats and strategies, and i was like 20 / 3 / 15 ^^
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Posted 1/18/2013 6:48:31 PMfrozen fist instead of Zhonya's maybe? more mana, slow proc (useless for the most part) still has armor.
Current Favorites: Midalee, Eve, Ziggs, TF, Cho'gath
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Posted 1/4/2013 6:58:34 PMPretty bad build.Can't argue when the maker is a top laner.
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Posted 2/11/2013 5:45:18 PMcan argue when the maker is a top player...
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Posted 10/22/2012 4:09:03 PMWould hextech gunblade be a good item on kass instead of a second RoA?
It would work really well with his passive and w.
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Posted 12/13/2012 7:17:41 PMNo Hextech is for burst Roa is needed for him he needs the health/mana
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Posted 12/16/2012 2:37:38 PMyes but in the build guide it recomends 2 RoA. I usually only go with one and find it to be plenty.
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Posted 12/22/2012 4:55:59 AMthe guide doesnt reccomend going to 2 RoA, it reccomends one. the first line is the core items you must get to as quick as possible, the 2nd line is the endgame build.