Legend: Tenacity- The fact that they buffed this rune while HEAVILY nerfing Presence of Mind for Kassadin greatly saddens me. Kassadin also has such a short cooldown on his ult that 10% reduction of that cooldown is completely useless. It refunds 20% of your maximum mana, if you just used all of your mana with a fully stacked riftwalk, this won't give you enough to do so again. Presence of Mind- This rune used to be amazing on Kassadin, now it is utterly awful. Gathering Storm- This just makes your late game that much more powerful, once again additional movespeed is unnecessary, and scorch doesn't help your early game enough to justify taking it over Gathering Storm. With full stacks, a 120 second cooldown, is reduced by 40%, making it a 72 second cooldown instead. Kassadin is already so mobile that extra Movespeed is completely pointless, and Ravenous Hunter, while good, doesn't come close to the power of Ingenious Hunter. Ingenious Hunter- I started using this recently, but it is definitely the best out of the options in this section. Transcendence- While you will not be able to gain any additional AP through it, this rune is required to get to 40% CDR, which is a must-have on Kassadin. This gives you a lot of safety in the laning phase, making it easier to keep tabs on who is near your lane. Zombie Ward- Another great rune, adds a lot of vision after your wards run out, and when you kill enemy wards. It is utterly useless on Kassadin with its insanely long cooldown. Taste of Blood is just a bad rune because of how long it's on cooldown, and how little it actually does heal you when it is proced. Cheap Shot is the next best option, but this would only be proced by your E and therefore cannot be proced as often. Sudden Impact- This is the best out of these options because it synergizes completely with Riftwalk. I would recommend to take Fleet Footwork instead of this rune in the current META. Arcane Comet isn't that great on Kassadin anymore, as it doesn't offer anything that isn't available in taking Fleet Footwork. Taking the sorcery tree is mainly to gain access to the CDR that we need, with the mana sustain offered by the Precision tree. Although, none of the Sorcery keystones feel that great on Kass. It used to be that Aerie was better because it was basically a new version of Deathfire Touch, but after the nerfs to Aerie making the additional poke somewhat negligible, Comet is simply better in that it does a lot more damage, and synergizes with your E very well. Electrocute, after the damage nerfs, and cooldown buffs is actually even better for Kassadin, as he wants it up often with less damage, rather than more damage but less often.Īrcane Comet- This is the Sorcery keystone that works best with Kassadin. It technically scales more than Comet, but the burst that it gives at level 6 means that we take it for the early game potential. Unlike Talon, Zed, and more conventional assassins, that require their ultimates to be off of cooldown before they can burst a target, and when this used, they are hardly able to participate in the rest of the fight.Īs this is my first guide, about the only champion that I feel that I know enough about to write a guide, any feedback is greatly appreciated!Įlectrocute- This is what we take when we feel confident that we are can snowball out of the laning phase. He can jump into the backline and burst multiple targets, one at a time. The biggest thing that makes me enjoy playing him, is the fact that he is the only assassin that is not reliant on major cooldowns. The rune updates this season have made it so that there are a lot more ways in which to build, and play Kassadin, and I hope to show you the three ways that I think are the best ways to build him. Last season I had a greater than 60% winrate with Kass, and this season, I have a 67% winrate over 18 games. I have been playing Kassadin since last season, a season in which, I mained him to get to Silver. My name is Delthion, or Basmadra in League.
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