Kassadin
Mid Build, Runes, Items · Patch 26.12
Starting Items
Build Order
Completed Items
Situational Items
Best Matchups
Worst Matchups
Best Synergy
More Synergy
Overview
Kassadin is the most extreme late game scaling mage in the game and one of the most frustrating champions to play against when ahead. His passive gives him 15 percent magic damage reduction which makes him naturally tanky against AP matchups, and his ultimate Riftwalk lets him blink every 1.5 seconds at full build which makes him essentially unkatchable while dealing significant damage with every blink. The thing about Kassadin is that he is genuinely one of the weakest champions in the game before level 6 — he has no mobility, low range, and limited trading potential. After level 6 he becomes dangerous. After two or three items he becomes oppressive. After full build he is one of the hardest champions in the game to deal with because he can blink in and out of any fight at will and his burst damage is enormous. The counterplay is killing him before he gets there, which is why his lane phase is such a critical window for opponents.
Strengths
- Riftwalk ultimate at full build allows blinking every 1.5 seconds making him nearly impossible to catch or pin down
- Passive magic damage reduction makes him naturally durable against AP heavy compositions and comfortable in AP matchups
- Enormous burst damage in the mid to late game when combining Q, W, E and Riftwalk stacked damage
- Can blink over walls and terrain making his escape and chase potential completely unique among mages
- Force Pulse E slows enemies in a cone after absorbing enough spells making it a reliable CC tool in fights
Weaknesses
- Genuinely one of the weakest pre-6 champions in the game — almost completely helpless against aggressive early laners like Syndra or Leblanc
- Struggles badly against full AD compositions since his passive only reduces magic damage and he has no defensive tool against physical damage
- Riftwalk mana cost doubles with each consecutive stack — spamming it without mana management leaves him unable to cast it at the most important moment
- Needs at least two to three items before his burst becomes truly lethal which means games ending before 25 minutes are usually losses
- Very vulnerable to long range poke and harass in lane that prevents him from farming and forces early backs
Early Game
Kassadin early game is pure survival. You are one of the weakest champions in the game before level 6 and your only goal is to reach that milestone with as much gold and as few deaths as possible. Farm under tower if needed, use Null Sphere Q to interrupt key enemy abilities and get the magic damage reduction passive proc, and do not waste mana on trades you cannot win. Against hard AP bullies like Syndra, Leblanc or Viktor accept that you will take some damage and play for the wave. Ask your jungler for help early if you are being stomped but do not expect to win the lane — you are playing for the late game not the early game. Every death before level 6 is a serious setback so play as passively as the situation demands.
Mid Game
Mid game Kassadin with level 6 and one or two items starts to become the threat he will eventually be. Riftwalk gives him the mobility to roam effectively from mid lane and find kills on overextended laners. Look for split second opportunities where an enemy is isolated — flash or Riftwalk in, land your full combo of Q silence into W force into E slow, and then Riftwalk out before they can react. Mana management becomes critical at this stage since Riftwalk stacks quickly multiply the cost — use it purposefully rather than spamming it for repositioning. In teamfights look for flanks through walls and target the enemy carry rather than engaging from the front.
Late Game
Late game Kassadin is genuinely one of the most oppressive champions in the game. With full build and short Riftwalk cooldown he can blink every 1.5 seconds, each blink dealing stacking damage, while having enough burst to delete almost any target he reaches. In teamfights his role is to find the enemy carry, blink onto them, deal his full combo, and then keep blinking away to dodge CC and reposition for the next rotation. The enemy team cannot chase him and cannot escape him at this stage. His only real weakness is getting CC'd before he can act so always be aware of what crowd control abilities the enemy still has available before committing to a fight.
Tips & Tricks
- Riftwalk mana cost resets after a few seconds of not casting it — in extended fights let it reset between rotations to avoid running out of mana at the worst moment.
- Null Sphere Q silence is your most important early tool — use it to interrupt Syndra's E, Leblanc's chains, and other key abilities that would otherwise destroy you in lane.
- Force Pulse E charges from nearby spell casts including your own — in lane your own Q and W contribute charges so E is usually available for every trade.
- Blink over walls to escape ganks rather than burning Flash — Riftwalk through a wall puts terrain between you and the enemy which is almost always enough to escape.
- In late game teamfights prioritize the enemy carry over all other targets — even if a tank is directly in your face, Riftwalk past them and go for the backline.
For official ability details and lore, visit the official Kassadin page and the Kassadin Wiki.