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Gameplay
- Recommended Items
Tips
- Playing As
- Kassadin has multiple item paths; he can go caster via Mana and Ability Power or anti-caster with Cooldown Reduction and Magic Resist.
- Kassadin's has many uses and is on a shorter cooldown than most, use it often.
- Try to get the buff to counteract 's increasing Mana cost.
- Playing Against
- Kassadin deals mostly magic damage. If he's doing well consider buying magic resist items like and .
- Each time Kassadin consecutively uses , he pays more and more mana. Keep this in mind as you chase him.
- It takes 6 spell casts for Kassadin's slow, , to become castable. If he levels up that ability, judiciously use your own skills when laning against him.
Tricks
- Ability Usage
- Against enemy mages, harassment tool that is unblockable by creep waves. The shield can be used to absorb spells sent in retaliation.
- is expensive at its first tier. Its mana cost is lower per level in terms of damage dealt as points are spent on it; max it first only if you plan to poke the enemy laner and not to farm with it.
- You can use on a minion to mitigate unavoidable magic damage (from you need to destroy, , or ).
is an effective - and can be used dually for quick and efficient farming.
- is fairly easy to kill if he can't away. When engaging the enemy, consider whether it'd be better to in, cast your spells, and walk out, or to walk in, cast your spells, and out.
- AP enables him to deal immense damage in short time intervals. abilities have high ability power ratios and low cooldowns, so a high amount of
- As an assassin, excels at ganking. Also, he is best at focusing lone, fragile or injured targets. With all of this in mind, performs best entering in-progress team fights, either slaying a carry quickly and jumping out, or moving in once an enemy carry has been slain and the enemy team is beginning to disperse or retreat, to pick off injured champions.
- Unless it is urgent, when traveling with wait until just before your last counter has expired before casting it again as stacking can deplete your mana very quickly.
- On Twisted Treeline, you can from the wall behind your nexus to the nearby Shadow Altar or vice-versa. This is extremely useful if you need to escape after locking an altar.
can be used to jump over walls, and essentially acts like the summoner spell .
- is great for laning with or against champions with spammable spells such as and as they ensure that is always charged.
- While roaming, you can charge without spending mana by repeatedly activating .
- A risky way to deal a lot of burst damage to enemies is to constantly cast at the summoner pool. This will stack the damage on while the summoner pool regenerates your mana. Using this method with summoner spell can inflict devastating damage.
- Mastery Usage
- Item Usage
- can be built as a high-mobility mage or as an ambush assassin, and his prime statistics are ability power and mana (as both his damage and mana restore scale in mana).
- Since building AP and having high AD, along with gap closers and short cooldowns,
- Spellblade scales off of base champion AD, and happens to have the 7th highest base AD at level 18. The extra armor is also invaluable for tower diving and for being in the middle of a fight. is a popular and arguably better choice on Kassadin for several reasons: it provides a huge amount of mana, and its
is especially usefully in most offensive builds. It also provides him with more movement speed and mana with his bonus damage.
- With 3 points in Stasis, and immediately out when it ends. , you can blink in, finish off a single target with your spell combo, use
can be used to bait enemies into wasting valuable spells on after using to enter a fight. It is also an excellent item against strong counters like and .
- With his passive and active, it is possible to build as Magical DPS with or , though due to the rarity of the build and lack of proper testing, the effectiveness of this build is questionable. If attempting such a build, high AP and some tankiness are necessary.
- While seems to be an interesting item to build for , the passive will not proc from or , making this a gimmicky offensive item for AD or hybrid builds. An is a better option since it not only provides ability power scaled based on mana, but he also gain a defensive shield that expends a percentage of mana once it's upgraded to a , which synergizes well with . However, like , it is conceivable to build two for both items at the expense of stacking both Tears longer.
can help deal with his high mana costs.
- A mana the item gives, the cooldown reduction, and the high armor. It also allows for more offensive plays and the attack speed slow grants him strong teamfight potential when he gets into range. is a good item to build on thanks to the large amount of
- A and/or gives the survivability he needs when using on a group of enemies.
- When built as an Anti-Mage with magic resistance, a is a must.
- Getting the increases mana regen greatly. The magic resistance is also a nice plus, considering his passive and his anti-squishy role.
- and/or together with and/or will let you escape even the deadliest ganks.
- As with most pure AP carries, and/or a are essential for damage as you progress into the late game.
- When playing as an anti-mage, is an excellent choice since all his abilities fall inside its range.
- Countering
- is a fearsome anti-mage due to and . Since he specializes in countering AP champions, an AD mid like is a good counter in laning phase.
- mostly deals magic damage; therefore, stacking magic resistance will mitigate his damage.
- Buying magic penetration to face is not recommended, as his passive doesn't give him magic resistance; the way works is by reducing 15% of the Magic Damage taken after applying resistances, so magic penetration will only affect him partially.
- can only be activated if he has enough stacks. Engaging him when he has no stacks can help kill him faster.
- In the laning phase, especially on a solo lane, it can be very hard for to keep stacks on his , so casting spells sparingly can greatly reduce his damage output. Manually detonating a two-part spell such as or adds an extra charge to , so it may be beneficial to let these spells expire on their own.
- AoE spells can allow you to push your minions to 's turret, which will force him to either lose gold income when the turret kills your minions, or stay in melee range of your minions, leaving him vulnerable to your ranged spells and attacks from outside the turret's range.
- AoE provided by and can farm minions quickly and deny 's roam, risking to lose a turret if he leaves the lane. can deal well with 's spells due to his naturally high magic resistance, wave clear potential, and the shield provided by . The
- Although is an AP champion, he can also potentially zone out thanks to his turrets.
has trouble killing minions waves quickly in the early game, as is not always available, leaving him with only melee attacks and the long-cooldown . Playing a champion with strong - Be aware that 's shield is immediate and does not depend on the projectile landing.
- Predicting
- For example, , by casting and with correct aim and timing, can damage and stun during his attempt to harass.
- As a melee assassin, must close the gap to begin fighting, and, more importantly, must initiate the fight to do all of his practical damage. With this in mind, being able to close in before he can or even applying your crowd control first will considerably buff your chances of slaying him or at least taking him down with you.
movement is effective in countering him, as his harass combo involves mostly ing into range, and dropping a .
- Because of the mobility offered by
- Additionally, be wary of if he has reached Level 6 and is not visible in lane, even if he's only been gone for 10-15 seconds. With the enormous amounts of mobility gives him, he may be roaming, so warn your teammates and try to keep lanes and objectives warded.
, it is crucial that your jungler ganks before he reaches Level 6. Chasing when he has is not practical, unless you also have very high mobility and/or hard CC to prevent from getting away.
- is known for dominating early game due to his constant pressure and killing potential. Also, can be utilized to lock down and assist ganks from the jungler.
- can use his form to harass and bully out of lane early. Most ranged AD champions can bully out of lane as only protects from magic damage.
- Aside from , champions that can also keep up with like or can also do that with & respectively.
is considered a strong mid-late game counter to as he can't easily outtrade and and are completely useless against her, as her only source of magic damage is . Additionally, has only slightly shorter range than with a comparably short cooldown if hits an enemy with it, so is one of few champions who can potentially keep up with when he tries to escape.
- While unconventional, facing a 2v1 lane can be extremely detrimental to , especially if he goes for the + build path focused on late game.
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