[Guide] Kassadin, The Guardian Of The Rift (AP DPS build) -SmecssRaege-
Q: Null Sphere - Nuke, 1.5-2.6 second silence
W: Nether Blade - Steals % of mana giving it to you on auto attack
E: Force Pulse - AoE slow/high damage nuke that requires 6 spells to be cast in your vicinity before becoming usable
R: Rift Walk - Teleports to the selected area, dealing damage in the targeted area, damage and mana cost increases with continuous casts
Passive: Reduces incoming magic damage by 15% giving the portion of damage negated to attack speed.
Runes: -%Cooldown, HP, Spell Penetration
Summoner Skills: Smite/Cleanse and Teleport
Ideal Mastery Build: 21/0/9 or 21/9/0 or 9/0/21
Sapphire Crystal + 2 health potions
Tear of the Goddess (you want this ASAP)
Boots 1 > Sorc Shoes
Catalyst The Protector > Rod of Ages
Upgrade Tear > Archangel's Staff
Sheen > Lichbane
Alternate Item Choice (Instead of Archangel's Staff)
Vs Casters: Abyssal Scepter
Vs Meleers or More slow and HP: Rylai's Scepter (Works very well with Riftwalk)
This will leave you in the area of 700-750 AP (if you didn't use an alternate item) at the end of the game if you acheive this item setup (yes i've done it in a game that dragged onto about 50-55 minutes)
1: Q (having the silence at level 1 can be a life saver...so...just in case)
2: E (force pulse will be one of your bigger sources of damage, and biggest source of income)
7: E (i think this is the level when you can start 1 shotting back row creeps with force pulse, and you can riftwalk>force pulse to kill all front+back)
9: E (maxed out here)
13: Q (maxed out here)
16: R (maxed out here)
18: W (maxed out here)
Alternate Skill Build: Switch Q and E for a better ability to harass and silence but lesser AoE damage and farming potential
Early Game(1-5): At level 1, hold off on using null sphere unless it's needed to prevent or cause death. Once you are level 2, feel free to use Null Sphere to get last hits or harassing while keeping yourself out of harassment range if possible, at this level null sphere doesn't even make a noticable dent in a heroes HP especially if they have any regen...IF they don't have any regen you may consider harassing them with null sphere rather than last shotting, but i personally always chose the income in the beginning to get the items to end their lives later :) Once you get level 2 and force pulse, use those 2 spells in unison to get as much farming done as you can during this stage
Mid Game(5-11): Somewhere in here is when you're going to start 1 shotting creeps as explained in the skill build section, but at the same time, once you pick up your soulstealer, you will have enough AP and mana cap to start dropping heros with a fairly good proficiency, and should start considering to do so. How to do this? Well if you harass them down to about 60% life or so they will usually still stay on the lane but play a bit more cautiously, that's fine, If you have force pulse up and ready, just wait til they are away from a tower and move in for the Rift Walk+Force Pulse+Null Sphere+Melee combination to either force them off the lane or end up with a stolen soul for +10 ap and a mana restore from them. Keep farming as much as possible in between hero harasses and kill attempts. (I've literally led the kill boards AND the creep kill boards at the same time on kassadin, so he has huge potential for early game money)
Mid-Late Game(11-16): Now is about when Kassadin can really starting making his presence felt, if you haven't done so already that is. Now sitting on maxed force pulse and nearing or already maxed null sphere, you start putting a hurt on low HP heroes with the same method mentioned above. Now is also a good time to consider ganking, but before you do...you need a little gank preperation...it's quit simple howerver, Is force pulse up? (If: Yes) then you are all set to go (If: No) then you will want to stick around your lane (or even neutrals if you have to) to charge your pulse up to available (this can also be achieved on the go by riftwalk - waiting for 7 seconds - riftwalk... rinse and repeat) For the most part, you still want to use the same chain of moves, Riftwalk>Force Pulse>Null Sphere (there are heroes you should prefer to silence FIRST however, such as Ryze or Morgana or Fiddlesticks...people that can CC you basically...and for this fact alone, enemy cooldown awareness is a great help) If you are ganking or are getting into a team battle that you know is coming, Another thing to consider is "pre-charging" your rift walk so that you can start out by Rifting in for a very healthy amount of damage and then pulling off the same chain as mentioned.
Late Game(16+): Pretty much the same thing as mid-late game, nether blade doesnt really change anything, although nowadays you should be sitting on a massive mana pool to riftwalk your heart out :)
**It's preferable to solo on this build, but if stuck with a lanemate or playing with a friend, here's some things to consider**
People you want: Characters who can't / don't commonly farm backrow creeps and can help you when you go for hero kills
Such as: Alistar, Tryndamere, Evelynn, Twitch, Blitzcrank, Kayle(Judicator), Nunu, Singed, Ryze, Malphite
People you don't want: Basically the exact opposite, people that DO farm backrow creeps commonly
Such as: Veigar, Annie, Anivia, Zilean, Twisted Fate etc. etc. Basically everyone not on the first list almost :P
How to approach battles:
I pretty much described it in the "Mid-Late Game" section above. Although Kassadin can be called an initator because of riftwalk, YOU DO NOT WANT TO BE THE INITIATOR, you want to judge the situationf or yourself for a moment, and then decide whom you should pour your efforts into killing (targeting the casters and the lower HP targets first as you should be able to pretty much melt them down in the blink of an eye) One big thing to note, is NEVER go into team battles WITHOUT force pulse already charged up, use the methods mentioned before to do so (Riftwalk usually being the easiest and most reliable way to do so) As force pulse will want to be the spell you put out the fastest. Once you have a healthy mana pool to support it, when you are in combat NEVER STOP rift walking...this is a key thing most kassadin players don't think about...but the time created in somebody having to re-locate where you rifted to is PRECIOUS TIME that they aren't able to cast or otherwise acknowledge/assess what you are doing in the fight. Granted i wouldn't employ this tactic until you are sitting on a pool of AT LEAST 2.5k+ mana, as you will burn mana way too fast if you are at any less (Although having a golem rune greatly helps in the spamming of riftwalk as it can restore upwards of like 50-60 mana per second when you get all your items complete)
that is the general gameplan, it's not always going to be the same, but that's where player skill and ability to read what you need to do comes into play.
Final Note: Picking up the Golem Buff (blue runes) as much as possible during the game does greatly increase your direct killing effiency because you will be sitting on A LOT more spare mana to blow spells on heroes and creeps alike. If you are with friends or decent people in your game, ask for help to take the golem down as early and as often as possible. 1.5% max mana per second is a HUGE help, and the 25% cooldown reduction can fillout any missing cooldown timer (IE: for this character, its the difference between 17, and 40% cooldown reduction, big difference for a character who relies on his spells for probably 70-80% of his overall damage)
~~~~~~~~~~~~~~~END OF KASSADIN, THE GUARDIAN OF THE RIFT~~~~~~~~~~~~~~~~
If you liked this guide, please feel free to leave a comment, ask a question or check out my other guides found on my directory thread located here:
I've been thinking of playing Kassadin for a while now. I've been enjoying Twitch for most of my recent playing, and I just feel like moving on. Right as I'm contemplating trying out Kassadin, this guide pops up.
I just have a few pointers for this guide though, which are purely stylistic. In the beginning you talk about the various runepages you have and your playstyle with other heroes. This isn't necessary to furthering the guide. It's also somewhat ironic that you have us scurrying to our Summoner Profiles to examine Kassadin's skills for the purpose of saving space, while bogging up your guide with irrelevant information about runepages and summoner spells you use on other heroes.
Oh, and first.
I like this style of Kassadin build, you can seriously lay some hurt on people with it, but I can never keep my mana high enough to cast as much as I would like to. Without any real solid mana/5 items, and skipping Nether Blade until the end, how do you keep your mana up? Is it just from the Soulstealer?
This is my 4th guide in the last day and a half now, i'd rather just copy and paste something like that in every guide than to have to type it out on every guide i write >_>
i guess i could right quick blurps about what the skills do...but i probably wont go as detailed as their per level information
Um, i know youve played 4-5 games with kassadin and youve been doing well against noobs and thats all fun and stuff, but getting archangels on him is retarded.
Exibit A. Nether Blade, read the specs on it and understand why archangels is a waste of money on Kassadin, your better off getting a frozen heart if you want to extend your mana pool.
Besides that, your ap build isnt bad, but it is what it is, an ap build with no goal of survivability, if you run up against a team with any brains they will focus you even if you ambush them in a team fight.
Also, you die fast as hell, but then again your build is glass cannon.
its not all that glassy, incorporating rod of ages knocks u up to about 2.5k hp, i know thats still nothing to some later carry heros, but yes ts very glass cannony... but the reason i take such a huge cap is because i really like to riftwakl bomb (aka chargin riftwalk up to lvl 4-5 before combat starts) and just going in and blowing a riftwalk and force pulse to put out a ton of aoe damage right off the start of the fight....even if you go down in less than 2 seconds, the impact of only 2 spells is really felt (Specially when you are like at about 1k force pulses, 1300-1400 lichbane proc, 900 dmg null sphere, and 700ish from rift walk)
now you add that all up and consider the fact that there is no longer global cooldowns in this game...
You are looking at a relatively fast spike of anywhere from 3900-4000 damage.
even if i go down fast...i probably just took somebody down with me :P
edit: obviously not including MR...but yeah, even with 50% absorption, you are still looking at almost instantly cutting down another carry hero right off the bat)
And as far as "do you auto attack" yes i auto attack where i can *SAFELY* and i usually try to get an auto attack in where ever i can...having that much AP + lichbane = riftwalk up + melee smack alone = big chunk of damage, throw a null sphere and that buys you the 2 out of 3 seconds for your riftwalk cooldown to come back and be used as a quick out
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