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Choose Champion Build:
-
Riftwalk n' Roll
-
Kassaninja
-
CDR/Tankadin (Mid or Top)
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Introduction

Sup :D! My name is Ahpulzz and have been playing Kassadin since I began the game at the dawn of Season 2, and have witnessed a wide range of his different playstyles, strategies, and updates. However, with his Pre-Season 4 patch I decided to make an account and put a piece of my mind on this site in the form of my first guide ever. Even though his main spells (specifically q, e a bit less) were nerfed a hella ton, the changes to both his

Whether it comes to diving turret and the back lines to take out a carry, a



This guide will be covering a brand new way of utilizing this newly reworked champion and focuses on unlocking the hidden potential behind his nerfed numbers and new abilities. I hope it helps all those who are eager to try him in normals, and in ranked after finally not being banned 99.99% of the friggin games!

My Stream!!! This is not an obligation, of course, but as a masters support main I'll be playing a few ranked games everyday. Although I haven't established a set schedule as of late, I'll try to stream as many of them as I can for you guys! If you're interested in watching, use the highlighted link below or click on the big, purple Twitch logo to the right and enjoy! Schedule: Usually on somewhere around 8pm-12am EST. |
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_____Also feel free to check out my friend's YouTube channel! He's a support main who's videos range anywhere from unorthodox supports to funny in-game moments. Most of his videos made around our group que's with both us and other friends, meaning I'll definitely be in there either in game or on skype chat :D. If you have a moment and want to see some newer League videos, click on the link above and enjoy! |
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Support Trundle
Click here to view my guide on Support Trundle!!! _____My third guide is up! As said on my profile I'm more of a support main rather than mid, so this guide definitely reflects some of my newer knowledge. If you enjoyed this guide or would like to learn a very off-meta yet very effective way of playing of Trundle, the undisputed king of trolls, you can click the link below the header and browse away! |

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Runes
You are an AP Carry. These are the only marks you need. ^_^ |
Since the nerf on yellow armor runes, ![]() ![]() ![]() |
Scaling AP glyphs are complementary with your already great innate scaling and adds to your damage as you level up. On the other hand, when faced with high-damage match ups like ![]() ![]() ![]() ![]() ![]() |
These are the best quints for ![]() ![]() |
Masteries

_____This is more or less the standard Kassadin mastery that most people use.




_____Essentially damage vs. more sustain in lane, choose the former if you want more damage later in the game or the latter if you want to better secure your early game. I will mention however that

_____New to Kassadin or want consistent, reliable damage right from the get-go? Opt for





_____Similar to the




_____Strangely put, many of you may be wondering why I would choose an AD-giving keystone over the defacto




There is nothing as broken as having a blink... except another blink. Seriously though, this summoner spell is very, very useful(broken) and pre-6, will pretty much be the only thing able to save you if you mess up in lane or get ganked. |
Dot True Damage. Along with almost all other assassin/mage champions, this summoner spell can help you nab kills that otherwise would have walked away with slivers of hp. As it is simply extra damage, it goes on to enhance your dueling and killing potential in lane and is a general counter to champions who abuse healing. |
If you're starting out with Kassadin, I'd recommend forgoing this summoner spell for the moment and picking up ![]() ![]() |
Meh. Learn 2 Rift. Stahp being such a wussy AP carry... These summoners really aren't necessary, especially since you should at least have either a ![]() ![]() |
Not a usual go-to summoner in most matchups. However, in some tough matchups where a single combo can mean your death (i.e. ![]() ![]() ![]() ![]() ![]() ![]() |
Wat... (v ._.")
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |


Cooldown: 9 Kassadin fires an orb of void energy at the target enemy, dealing 70 / 95 / 120 / 145 / 170 (+ 70% AP) magic damage and interrupting channeled abilities. The excess energy forms around Kassadin granting him a shield that absorbs 40 / 70 / 100 / 130 / 160 (+ 30% AP) magic damage for 1.5 seconds. Utilization: ![]() |
Cooldown: 7 PASSIVE: Kassadin's basic attacks deal 20 (+ 10% AP) bonus magic damage. ACTIVE: Kassadin's next basic attack gains range, deals 40 / 65 / 90 / 115 / 140 (+ 70% AP) magic damage ( passive + active ) and restores 4 / 5 / 6 / 7 / 8% missing mana of his missing mana, quintupling to 20 / 25 / 30 / 35 / 40% missing mana against champions. Utilization: ![]() |
Cooldown: 6 PASSIVE: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a nearby champion - including himself - uses an ability, capping at 6. Upon reaching 6 charges, Kassadin gains the ability to cast ![]() ACTIVE: Kassadin emits a pulse of void energy, dealing 80 / 105 / 130 / 155 / 180 (+ 70% AP) magic damage to all enemies in a cone and slowing them for by 50 / 60 / 70 / 80 / 90% for 1 second. Utilization: ![]() |
Cooldown: 6 / 4 / 2 Kassadin blinks to the target location, dealing 80 / 100 / 120 (+ 20% AP) (+ 2% maximum mana) magic damage all to nearby enemies on arrival. Each subsequent ![]() Utilization: ![]() ![]() This skill has so many different uses that I really wouldn't be able to go in depth with it without making an entirely new section, so we'll let this bad boy simmer for now. |

Riftwalk n' Roll Skill Order
Kassaninja Skill Order
When starting off the game, the logical decision is to begin with

When situated in lane, proceed to get





Once hitting level 6, put a point in your ultimate -






(




If your opponent is very overextended/close enough + doesn't have strong melee range abilities, you can try to manually close the distance and hit them with

Ganking/Ambush Combo





This is your standard gank-lanes or surprise combo whenever your looking for an opportunity to secure/set-up kills. This is best done with teammates nearby, who can benefit from a slowed target and will protect you for the short duration of your combo.
As a general rule of thumb, you usually want to throw out your




Starting Items:













![]() 1. You could use up precious time and recall without buying any extra items...
OR
2. You could use 2 or 3 ![]() |
First Back + Post-lane
I tend to get at least one simply because of the cost-efficiency and the free stats. If you ever feel like you're falling behind, buying another ring will help you get back into shape. |
catalyst the protector
|
Health and mana are both nice to have on Kass, but the real reason most people rush this item is the great sustain from it's passive and its buildup into ![]() |
Unfortunately not as viable anymore due to cooldown nerfs and such, but can still be good. Buy this first if you plan on rushing ![]() |
The extra mobility may seem small, but these slight differences in mobility are all it takes to decide the outcome of some situations - take these and be safe, not sorry. |
This item can be a great transition from your laning build into your main build if you intend to rush either ![]() ![]() ![]() |

_____Combining survivability, mana, and damage, ![]() |
_____This item will spike your damage output, but won't do anything for your surviability until it transforms into ![]() ![]() ![]() _____The tricky thing with this item are the Tear stacks prior to the onset of ![]() ![]() ![]() ![]() |
_____For the entire existence of League of Legends, ![]() ![]() ![]() |
_____The alternative to ![]() ![]() |
_____Take your ![]() ![]() _____With the rework of ![]() ![]() ![]() ![]() ![]() |
____![]() ![]() ![]() ![]() |
This item can also serve as your first main item given the correct circumstances.
When to purchase

- Armor becomes a necessity.
- Getting fed but not enough to warrant a
Deathfire Grasp/
Rabadon's Deathcap rush.
- Planning on abusing stasis against certain champions. (i.e.
Brand,
Zed, etc.)
Anti-Magic Resist Finish


By now, the late game should well be on its way and if things went well for you beforehand, the other team is going to have much more magic resist than before. In order to compensate, you can buy either of these:
![]() ![]() _ |
![]() ![]() ![]() |

_____This item as viable specifically for use in the early game as a substitute for catalyst the protector. Say you want to follow the Kassaninja build, but are against a difficult AP opponent. In this case, instead of using up a lot of early gold for Catalyst, you can buy

Asides from ![]() ![]() |
Viable Defensive Items
_____This is the goto item for when ![]() ![]() |
_____![]() |
_____This item is very situational as it gives nothing other than MR. The active is the sole reason to build this item, as it is a powerful counter to specific champions that rely on locking down their targets (i.e. ![]() ![]() ![]() ![]() ![]() |
_____Along with a good chunk of mana, this item gives loads of armor as well as some CDR. The active effect is similar to that of ![]() This item forms the cornerstone of a breed of Kass that I'd like to dub, Tankadin, which I use specifically to counter AD-centered teams. |
.


Your #1 priority during laning phase is to stay alive and reach level 6 as soon as possible.
These tips are general ways on how you can solidify yourself in lane and keep your opponent at bay while you gain experience:
- *Watch the minions* And when I mean 'watch the minions', watch ALL of them, including your own. When a minion gets low, the laner on the opposing side will often opt to move in to last hit. Because this forces them to come closer to the other laner while having their own attention averted, this becomes a prime opportunity for the other laner to harass. This works very well with a short-ranged caster such as
Kassadin, and will be essential in keeping your opponent at bay.
- Keep yourself at a reasonable distance from the other laner if your skills are on cooldown. If you remain close and attempt to farm while on CDs, you become a punching bag for a short duration and will take unnecessary, free damage while being unable to fight back. However, if you do have your abilities ready, don't get all up into their face the whole time and try to harass them. Not only will you likely end up getting hit harder, but your constant strafing won't be affecting the lane much if there are no minions for your opponent to last hit. You want to use your abilities to deny your opponents the luxury of farming safely or playing aggressively, not to create a futile attempt of zoning out your opponent.
- When you hit level 2 and you notice your opponent is hard pushing you towards turret, spam
Nether Blade every time you can on either a last hittable minion or a minion that is not yet about to die. This will help balance the minion ratios, maintain your CS while pushing, and keep your enemy from forcing you towards your turret.
- In most cases you will be a fair amount lower than your opponent in CS. Don't worry about it... keep focusing on farming what you can until level 6.
- Occasionally, you can use
Null Sphere to last hit an out-of-range minion.
- Peek at the map occasionally to stay informed. (Ex. The enemy jungler is ganking another lane - I can play more up front... or My jungler's in trouble at Lizard Camp, I need to help him...)
- As emphasized before, always buy
Health Potions and
Stealth Wards when you can.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If you are still laning and have aqcuired




*A smart


2. Mana. Probably the most simple yet important aspect while playing


Warding Midlane
Here's a clip I found rather quickly that shows the different types of places around midlane that you can put down wards once you acquire them. I like this video a lot because he explains the pro's and con's of each spot as well as the situation in which you'd place your ward there.

As mentioned earlier, laning is a crucial time for

Here is a list of champions that you may face in the mid lane. I put a rating from 1-5 based on difficulty and added tips below each champ explaining how I deal with them and survive both in and out lane:
(The number on the left is for lane difficulty, while the number on the right is out of lane difficulty)
And one more thing! Clearly there are more mid-laners than listed below, so if you'd like to know how to counter a specific champion who isn't currently listed, comment or message me and I'll make sure to put'em up whenever I can. :D
(In the interest of saving time, I'm now only going to write about how countering champions in lane. Again, if you want extra information regarding someone specific, let me know.)


























.


Upon reaching level 6,

BUT. As the great, Cliff Robertson once said...

Even with its low cooldown,

There is a lot to using this ultimate correctly, but from my point of view, I can boil them down to three important aspects:
.

Mana Management and
Riftwalk
![]() |
Probably one of the biggest issues most people have with this ultimate nowadays is the scaling mana costs of ![]() During the early stages of the game, you would want to avoid rifting at all while you have stacks. Unless a situation becomes dire, do your best to stay safe to avoid any emergency Rifting and save yourself mana. Be especially mindful of both your mana and surroundings when using ![]() Later in the game, you can afford to ![]() ![]() |


Battle/Map Awareness and
Riftwalk
Keeping constant track of the enemy on both the minimap and the field of battle can open up numerous paths of action that you, as

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Map Awareness
is all about how well you pay attention to the minimap and how you react to what you see.
Asides from use with



Credits to Jhoijhoi, this image provides a good idea of the general degree of safety you have in each part of the lane.

Come level 6 and



The next couple images displays what map awareness can provide


Right after the laning phase, I return to my turret-less lane to catch up on much needed farm when I notice on my minimap (with help from good warding) that



I quickly mouse over and the second I see that





Though most other champions wouldn't be able to make the distance in the 6 seconds it takes to recall, it's a different story for


With Kass's great post-6 mobility combined with attentiveness to the minimap and quick reacting, I earned myself an easy kill, extra gold, and a free red buff.
In this case, I could afford to get a bit low on mana while having 2 active stacks on Riftwalk because I still had Flash to put me over the dragon wall in case someone dove me afterwards, which did happen thanks to the enemy Nocturne's

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Battlefield Awareness
is your assessment of teamfights.This includes knowing when to dive in or hang back, setting priorities, and finally, paying attention to both your allies and your enemies:
First and foremost, one of the most basic elements of teamfighting is knowing when to back up, when to stand your ground, and when to engage the enemy. Countless times I've witnessed long, even stalemates turn lopsided in a heartbeat because a single person made the right or wrong decision. However, this seemingly simple aspect of team engagement is where


There are many different scenarios when it comes to teamfighting, but here are some key points to remember before you decide where to position yourself with

- You are not an intiator.
The last thing you want to do when both teams are standing by is to be the first one to throw themselves into the mosh pit of death.
- STAY HIDDEN.
You may not have the opportunity to do so all of the time, but it is a proven fact that...
"The unseen blade is the deadliest." -Zed.
If you can stay off of the enemy's radar, they'll never be able to confidently predict your location and will have to make the decision to either consistently play safe or take the extra risk when playing aggressive. They will only be able to focus what they can see, and you will have a much, much easier time jumping into fights withRiftwalk when they're dead-focused on a different threat.
- Be Useful!!!
At the same time while you prowl the outer edges of a soon-to-be engagement, make sure that you will be able to return to your team in an instant, as well. If the enemy team has too many peelers or rifting in for the carries is a hazard by default, you're better off sticking with your own carries and stamping out any attempts to kill them. You have no use straying so far from your own team that you can't support them if they get jumped on first.
How to Set Priorities and Choose Engagements:
Both before and during an engagement, you want to formulate and maintain a solid idea of what you're fighting for. Whether it be a gank, turret siege, or dragon/baron fight, there should always an objective either at the present or in the future that is worth fighting over.
What are some examples of objectives to keep track of during fights?

Finally, the last portion of battlefield awareness and Riftwalk lies exactly in the name...
BE AWARE DURING THE BATTLE!!!
Knowing locations of all allies and enemies during the heat of battle and predicting enemy movement is quintessential towards playing a successful

The following clips form a basic representation of what I mean by being aware while fighting:







*There are two very important things I did prior to my next few moves:*
- I placed a
Stealth Ward at the entrance that gave vision of all possible pathways they could take while chasing me.
- I PAYED ATTENTION TO THEIR CURRENT STATUS. The only reason I did what I did in the next couple clips was because I was able to catch a glimpse at
Wukong's extremely low mana. He's a great bruiser, but he needs mana in order to do anything substantial.

Predicting Their Movements - The pale arrow represents the direction they think I'll travel in order to escape, while the green arrow shows where I actually go.





**Without vision, they can't make an accurate prediction of my next move and react accordingly.**

As soon as he's far enough from his teammate, I riftwalk onto




- A General Idea to Remember -
A saying that reciprocates my mindset prior to diving someone is: don't know, don't go. Lest your target is a 100% assured kill with 1 or 2 of your abilities, don't be too tempted to dive forwards when the rest of the enemy team is MIA, specifically the members with high burst damage, heavy shielding/healing, or hard CC.
-- If you've ever played against a


.

General Knowledge and
Riftwalk
Exactly what it says - knowing a lot about the game!
Not really too much I can actually help with. If you intend to know everything there is to offer from League of Legends, you might as well open up LoLWiki and cram yourself to your heart's content...


That's right! You DON'T got time fo' dat!!!
\ \(._.)/ / >>> PLAY DIFFERENT ROLES!!! <<< \ \(._.)/ /
As

Roles - Advantages of Playing Each
Support:![]() |
Jungle:![]() |
ADC/Marksman:![]() |
Top:![]() |

_____At this point in the game, the stakes are much higher in terms of life and death. Despite how fed you may be- playing safely, helping your teammates survive, and making smart decisions will become your main concerns and your best bet to coming out on top. Simply follow everything you learned in the previous chapters with an extra sense of caution, and you should be set for this portion of the game.
A couple things to emphasize towards late game:
- Try to deal damage, but keeping yourself alive is #1
- DO NOT INITIATE
- Don't dive if there's more than 1 enemy unless you have the active from either
Zhonya's Hourglass or
Seraph's Embrace
- Keep your carries alive
- If you're well ahead but your teammates aren't, try not to nab all of the kills - give them to your teammates if you can allow it

Lich Bane Proc'ing
____This is a really simple way to maximize the damage you deal when a single burst won't cut it. After you






____One thing to mention, however, is that this tactic is mostly for levels 15 and under. Upon level 16, your maxed out


The Infamous
Kassadin-Zhonya's All In
____With the addition of the




____Given that at max rank

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
How to Pull it Off
1. Locate a target and pay attention to their position with respect to your own - you want to be in

2. When the opportunity arises,

3. After your combo, IMMEDIATELY POP

4. While in stasis, find the direction furthest away from the enemy team and spam R towards it -

Example of a Proper
Zhonya's Hourglass Dive
(Click the spoiler for step by step clips.)


Solo Queue

Typical Solo Q chat log...
If you plan on picking

>>> When to play

- Little CC on the enemy team.
Specifically the types that render you unable to castRiftwalk.
- Your team has sufficient tankiness.
This helps your team maintain the ability to initiate + teamfight effectively while you scale up.
- Your team has wave clear + pushing power.
Kass is relatively weak in this area and is bad at defending sieges.
>>> Be on the lookout for:
- Hard CC. Ranging from stuns, knock-ups, roots, and suppresses, this is probably your biggest concern when deciding whether or not to play Kass. The extent can vary, though - from the manageable, difficult to hit
Counter Strike to the instant, auto-lock
Infinite Duress. If you see 2 or more instant/auto-lock hard CC's on the enemy, you may want to rethink playing Kass.
- Peel. Apart from regular CC's, my definition of peel is anything that can directly help a teammate survive like heals n' shields, stat boosters, and other commodities like
Intervention. These all make diving their team both hazardous and for the most part unsuccessful when your surefire-kill prey gains massive amounts of health or takes 0 damage from you combo.
- Burst. Not very Kassadin friendly in general. In most cases this will be unavoidable within any team comp - just know that it will make your life harder to highly differing extents.
However, a pre-made team gives you the opportunity to ignore champion-specific downfalls and focus on the benefits that these champs can offer to one another. For

![]() |
Synergies |
Unlike his mini-plethora of counters and limitations,

![]() |
![]() |
![]() |
![]() |
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_____This will be the end of my Kassadin guide, and I hope you all enjoyed it! More importantly, I hope that you figured out your own way of playing Kassadin and any other champion you've gotten to play - it's what inspired me to put all the time into this guide a long time ago, and continues to drive me today.
If you liked reading through this guide and would like to see more of my content, clicking my name will send you straight to my profile where everything is displayed within the Content tab. Enjoy!
Have Confidence, Have Creativity, and HAVE FUN!!!

**If you happen to get a good game while using this guide, go ahead and 'PrntScr' the ending scoreboard and post it either to me or in the comments!!!**

Vlad311

jericho140

Lovestruck

C9 Lightbringer


- Patch 4.6

(Creds to myself... I was so happy about these buffs that I had to make the image.)
- Mana per level increased to 70.
- Movement speed increased to 350.
Null Sphere's shield raised from 40/70/100/130/160 (+0.3 ability power) to 40/80/120/160/200 (+0.8 ability power)!!!
Nether Blade damage raised from 40/65/90/115/140 (+0.6 ability power) to 40/75/110/145/180 (+0.7 ability power)!!! THX U RIOT <3 <3 <3
- 5/8/14
- Realized
Zhonya's Hourglass is especially core on Kass -
Deathfire Grasp can be built later. (Redid Itemization)
- Patch 4.7
- Kassa-D0nger 2 stronk. (o-o' v) -->
Null Sphere's shield was nerfed back to its original values...
- 5/17/14
- Added Skill Sequence chapter
- 5/27/14
- Added
LeBlanc to Lane Opponents
- Patch 4.9

Nether Blade damage reduced from 40/75/110/145/180 (+0.7 ability power) ⇒ 40/65/90/115/140 (+0.6 ability power)
- Though you wouldn't necessarily call this a "nerf" because it backtracks to an original value, at this point they pretty much gave all of his extra buffs just to get people to play him and took them away as soon as he became more popular. This is sad on their part since I used to believe that the changes made to champions were meant to balance out the game, not add popularity. :L
- 6/05/14
Seraph's Embrace is the new preferable starting item due to overall stats and cost efficiency (Changed build order of main items)
- Began taking away annoying colored text and shortening/organizing info (y)
- 6/08/14
- Added Tips and Tricks chapter.
- 6/11/14
- 50,000 views!!! I was doubtful the guide would be looked upon this much, so thanks for taking the time to either read or glance over this guide and keep on learning!
- 6/17/14
- Added
Pantheon to Lane Opponents
- 7/3/14
- Guide's getting big! - Added in Banners!
- 7/9/14
- 100,000 views!!! :D
- Added
Lich Bane Proc'ing to Tips and Tricks
- 7/13/14
- Big Change: Made two separate builds based on
Rabadon's Deathcap and
Deathfire Grasp.
- Moved
Rabadon's Deathcap from Alternate Items to Main Core Items
- Added a comparison section between
Rabadon's Deathcap and
Deathfire Grasp in Main Core Items
Patch 4.12

- W -
Nether Blade
Cooldown 6 seconds ⇒ 9 seconds - E -
Force Pulse
Slow duration 3 seconds ⇒ 1 second
Slow amount 30/35/40/45/50% ⇒ 50/60/70/80/90%
Ahhhhhhhh..... I can't even... Rito pls ;_;
- 8/8/14
- Added
Yasuo to Lane Opponents
Patch 4.13
Riftwalk's relevant stacks now take 20 seconds to wear off instead of 12.
- I'll be completely honest, I think that this is a great way to finally "balance" out
Kassadin - I just wish that they would've done this sooner rather than nerfing everything else about him before finally thinking of this...
- 6/31/14
- 300,000 views!!!
- 10/2/14
- Added builds Tankadin for top lane and Survival-Caster Kass for tough matchups or high-elo
Kassadin playing (it's pretty much his older S2-S3 builds).
- 12/31/14
- 600,000 views... and HAPPY NEW YEAR!!!!! ;D
- 1/25/15
- Big changes regarding my old build path +
Rod of Ages
Patch 5.2
Deathfire Grasp REMOVED.
Patch 5.3
Null Sphere - Damage reduced by 10.
Patch 5.4
Patch 5.5
- TEXTURE UPDATE!!! SO GUD.
Riftwalk - Mana cost reduced to 50.
Riftwalk - Range increased to 500.
Riftwalk - Cooldown reduced to 6/4/2.
- 800,000 views!!!
- 5/25/15
Patch 5.16
Riftwalk - Given an initial AP ratio of (0.2).
Riftwalk - Additional cast raises the AP ratio by (0.1), capping at (0.4), for a total of (0.6).
Patch 5.21
Nether Blade - Cooldown reduced to 7 seconds from 9 seconds.
Nether Blade - AP ratio increased from .6 to .7.
Patch 5.22
- THE AMOUNT OF CHANGE IS TOO DAMN HIGH!!! I honestly have no clue what's going on right now but I'm trying my best to stay on top of these changes and present something that actually works. :S
- 12/10/15
- Finally redid the mastery section to cover newer masteries.
- Rewrote Conclusion.
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