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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Introduction

This is a story about a solo mid

So without further adeiu, lets meet the man of the hour...
Kassadin is a ranged AP champion with high burst damage potential. He uses mana as a resource for all of his abilities, and has a melee autoattack. Most of his damage comes from


Kassadin excels at assassinating sensitive targets during a teamfight, performing ganks while laning, and cleaning up weak targets after a teamfight. Most of his strengths are derived from his

HOW TO READ:
- Everything above and below is nothing more than my humble theory of Kassadin based on loose reasoning, experience, and the input of others. Kassadin is my favorite, best champion, but these are by no means expert opinions.
- My sections are mostly stand-alone, with some crossover elements, so skipping sections or reading them in a different order is fine, but it makes a bit more sense together :)
- I'm probably going to continue to modify and refine this guide, so expect some changes and additions. I'll take this statement out when I'm definitly done changing it.
- I welcome any feedback, comments, questions, ratings, and discussions. I can be reached at everybin@gmail.com for any reason, even if its just to bounce Kassadin ideas around.

Void Stone: The main feature of this passive is the 15% magic damage reduction, though since you cannot really take very much damage to begin with, the attack speed component does not mesh very well with this particular Kassadin build. It does, however, have its uses while chasing down an enemy after a skirmish, or brawling with other AP carries (it happens).

Null Sphere: This is Kassadin's favorite nuke and part of his primary combo. The travel time is important, as it delays the silence briefly. Normally your opponent will not be able to react in this brief window, so it actually works to your advantage, causing your silence to cover a more important time interval. You can also use this delay to run out of turret range after poking.

Nether Blade: This is a situational damaging ability, farming tool, and utility spell. Use the passive effect to sustain and regain mana while laning and farming. It is not critical for your mana to land champion melee swipes, indeed you rarely will hence the situational nature of the damaging aspect. You can use the active component to buffer a stack of


Force Pulse: This is the other half of your primary combo. The range at which it registers ability casts is quite large, so you'll find you can use this almost on cooldown during fights once you exit the laning phase. Note that the reach of this ability is slightly greater than your


Riftwalk: This is Kassadin's characteristic ability. The most important aspect of it is the movement, not the damage. Do not accumulate too many stacks, it is best to stay at or below 2 except in emergency situations (lower stacks is almost always preferrable, since the ramping up damage is not very useful in comparison to the cost). This ability will be talked about at length throughout the guide as it is the key to playing Kassadin. Keep in mind that there is a brief delay before the teleport takes effect, but once it does the transition is instantanious.
A Kassadin before level 6 is like a bird without wings. The analogy is closer than you think. I take




Helping the Jungler
If your jungler requests aid you can probably afford to help with a single camp. Don't use more than one


Laning
When laning begins, land as many minion last hits as you can without succumbing to pressure. Thankfully


You are extremely susceptible to ganks at this point in the game. Conserve your

Keep in mind that the threat of landing a

Once you obtain







When performing your own ganks with your jungler, do not modify your behavior. Ideally it should already be very passive, so just let your opponent lean into you.
Use your



Shopping
Although it is not always possible, try to avoid returning to base until you have 750 gold. This will allow the completion of



Avoidance
With



Buff Up
Ask an ally to help you obtain the


Pressuring your Lane


Step 1.


Step 2. Unload


Step 3. Turn and run immediately.
Step 4. Repeat when possible
Why does this work? Normal human reaction time is too slow to allow the enemy champion to get an ability off before the


Making the Kill in Lane
As explained above, your pokes in the late laning phase are pretty devastating. They are also hard to avoid save for tower camping because of the combined reach of your ranged damage combo and your







Leaving your Lane
For the reasons in the above section on avoidance you can freely move between lanes at this phase of the game, giving you and your team a window wherein you essentially have map control. With






As always, only leave your lane to perform ganks if you can do so without allowing your tower to come under siege. Try poking your laning opponent extensively, then roaming after they Recall.

In the jungle you will have a very powerful mobility advantage because you can repeatedly hop over cliffs while opposing champions doing this will incurr substantial cooldowns. For this reason, try to make your fights happen in the jungle.
Compact Teamfights
Keep these at arm's length. the best you can hope for in a dense teamfight is to hit multiple enemies with


Once the initial explosion of damage and abilities ends, you can take a larger role in the teamfight. Try to anticipate enemy escape routes and head them off with

Guerrilla Teamfights
This is truely where Kassadin shines. If a teamfight takes place in or around the jungle, and is reasonably spread out,



In these situations, you want to be as aggressive as possible without over extending. Enemies may be able to trade health evenly with your

Duels
When engaging an opponent 1v1 as




Warding, Dragon, and Buffs
I would recommend asking your allies to spend the gold for Sight Ward and


Do not attempt to solo the

The



Of course you can always continue to be deadly with

Teamfights
Execute teamfights in much the same way as you would handle them in the middle game, but be aware that tanky champions may not make good targets. Ranged AD Carry champions can be unfavorable to fight alone as well at this point, as they can kill you very quickly despite being silenced, and usually recover most of the damage you did through lifesteal.
Note that at this point you should have a






This




Pushing
The damage bonus from





It is also possible, but sitiuational to pick off an enemy Inhibitor, then retreat through the jungle with multiple

Warding, Dragon, Baron, and Buffs
Feel free to take over the burden of buying Sight Ward and

You CAN solo the



Continue to seek out the


Health Potion: I take 3 of these along with






Sorcerer's Shoes: My goal is to obtain this item by the time I hit level 6, or



Athene's Unholy Grail: This is the next item I work towards. The mix of cooldown reduction, mana regen, and ability power hits the spot for a midgame





This is probably the most unorthodox aspect of my







Rabadon's Deathcap: Once you have your





Lich Bane: As the late game begins to develop, a strong






Void Staff / Abyssal Scepter: I take these items to keep up with the increasing survivability of tanky champions through the late game, picking one up either immediately before or after




Enchantment: Furor: The boot upgrades are not stellar for



Banshee's Veil: This is a great choice for survivability, especially if ranged crowd control is locking you out of teamfights. The mana does not go to waste, though it is not a crititally important stat at this point, and the health and magic resist will make you a nightmare for the enemy AP carry at this point in the game. You can take this in place of



Zhonya's Hourglass: This is a decent last item as a middle ground between defense and offense. The 100 ability power attempts to keep up with defensive scaling, while at the same time granting







Rod of Ages or Seraph's Embrace: These can be suitable middle game items, but ultimately I feel that they do not belong in this particular build. The large amount of mana is not especially needed since I am using


Crystalline Flask: Picking up one of these along with some combination of wards and potions can be a decent starting build. If you take this, you're going to have more sustain, and be able to stay in your lane for longer. Furthermore the




Deathfire Grasp: Ok this is an amazing item, but because the cooldown reduction is redundant I don't feel it belongs in this particular build. This would be better listed as a standard item in a build that utilized





Mejai's Soulstealer:


Morellonomicon: This could be argued as a replacement for



Liandry's Torment: The ability power and magic penetration of this item make it attractive, but with only 200 health and a passive that is useless to





Frozen Heart / Iceborn Gauntlets: Some apsects of these make them nice defensive items. Mana and cooldown reduction are right in










Doran's Ring: This is a decent starting item, but it will be a challenge to get the full 1100 gold you need for


Mercury's Treads: This is an ok idea as an endgame item, once you are otherwise maxed on items and have an



Rylai's Crystal Scepter: This seems like a strong choice, but the slow is essentially wasted.


Will of the Ancients:



Guardian Angel: This is not a strong option for



Warmog's Armor: You don't need to deal sustained damage, so you don't need to take sustained damage... and even if you did, this would not help you do it.
Primary Summoner Spells

Flash: At first glance







Ignite: As with most other AP Carry champions,


Other Summoner Spells

Cleanse: This is a very strong late game summoner spell for




















Clarity:


My Rune Choices


Scaling Cooldown Reduction: I don't take these for their effect at level 18, more for their effect in the level 9 - 15 range. As you know from my choice of







Gold Per 10 Seconds: Ok, so seals are really not very interesting for


Flat Magic Penetration: This is a fairly obvious choice for

Other Rune Ideas

Flat Armor: It is a good idea to keep a set of these on-hand, as they are a requirement in the unfortunate case where you end up facing an AD mid. If you are playing blind pick, ALWAYS take these. They are not a terrible choice against an AP mid either, but I consider their benefit pretty limited.

Flat Health Regen: This is my second choice when facing a generic AP champion in the mid lane.



Scaling Ability Power: This is a good choice if you do not like my cooldown reduction prioritizing build, or if you choose to rely more heavily on the blue golem buff to be effective.

Flat Magic Resist: This makes alot of sense in the laning phase, but sacrificing the cooldown reduction for the mid game is not something I'm willing to do.

Magic Penetration Quint: This is a pretty solid substitute for the cooldown reduction quintessences, and I can't really argue with it. It is without a doubt stronger in the early game, and remains strong in the middle and late game.
In general,



In addition, there are a number of counters to


Kassadin Counters in Mid:







Counters Kassadin in Mid:






Make a special note of



Enemy Team Compositions




Perhaps most importantly,



Allied Team Composition



A team with good pokes can force enemy teams into positions where

Individual Champions
Some champions that belong in different lanes than


Kassadin Likes to Fight:









Kassadin Dislikes to Fight:




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