![]() |
[Guide] AP Spike Kassadin
3 Attachment(s)
Kassadin, The Voidwalker (AP Spike)
AP Spike Kassadin is a hunter. Your role on the battlefield is to chase down and kill enemy champions to support your team. With momentum in the right direction, Kassadin can become a truly terrifying force, exhibiting traits of a Carry, a Tank, and a Nuker all rolled into one highly mobile package. NOTE: Bare in mind this guide is for experienced players and people who have played Kassadin before. I don't have any rehashed information about his abilities, but I WILL be updating with a list of Riftwalk uses. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Cons of AP Spike Kassadin
Masteries and Runes? Use any rune page you feel like, nothing is significantly better then anything else. Spell penetration is always good, so is max Mana and max Health. Basically get whatever you need to survive and prosper in the first part of the match. As far as Masteries go, I typically try and get as much cool down as possible. Remember that the increased Golem buff mastery is very important, as is the 15% magic penetration. At the very least, get those two. THE CASE FOR SMITE & TELEPORT Kassadin with Smite allows you to have a much safer early game. Using that and Nullsphere allows you to sidestep the crutch of being a melee champion. Another important side note is that Kassadin with Smite can solo a lane, making him a much MUCH more dangerous factor. Also, Kassadin has trouble taking on neutral monsters without burning through hundreds of points of mana. Smite is crucial for getting key Golem buffs. Teleport should be obvious, but Kassadin especially needs it due to having to travel back to the fountain more often then other champions. Also remember that you can charge up your Riftwalk to a high multiplier at your fountain and then Teleport into battle with a x7 blink. That’s always fun. Remember to specc both Smite and Teleport in your masteries. Quote:
Quote:
Quote:
HINTS, TIPS, TRICKS, AND MOAR *** Always know how much damage you can do. If somebody squishy is hanging around that can be killed in one good combo, you should know that you have enough damage to kill him. Especially important near towers, where even the smallest **** up can get you popped. *** Remember your effective range. Kassadin has a large area of influence with his spells due to his spammable blink. Add togeather the maximum distance you can blink to the maximum range of your spells. *** Target the weak. At a glance, somebody's health bar will tell you how squishy they are. These are the people you want to kill. Be sure to check their MR as well, some champions will sit on high MR with low health. *** Make or take the kill. Kassadin is a hunter. Your income for late game will almost exclusively be made off of kills. Don't let your team try to convince you that you don't deserve to be fed. Don't buy into nonsense about kill stealing. This is also important because of how vital Soulstealer is to a Kassadin build. *** You are the faster carry. Kassadin gets stronger at a quick rate then most late game carries. You'll be an effective carry earlier then the majority of physical DPS champions, depending on if you're solo laning or not. Use this to your advantage. *** Your 1-2-3 punch combo leaves champions open. By the time you teleport in and shoot your proverbial load, your target is going to be wounded, silenced, and slowed. Not only that, you're probably going to be in his face sucking some mana out with a couple good whacks. This is especially important for giving and getting assists. *** Riftwalk is a gift from the heavens. You can escape with Riftwalk. You can attack with Riftwalk. You can kite with it, you can travel with it, you dodge AoEs and skillshots with it. You can negate slower recharging blinks with Riftwalk. Riftwalk proccs Rylai's staff, Riftwalk dosen't take you out of combat with Boots of Mobility (unless you do damage). You can Riftwalk next to towers as soon as they start targeting minions and you can Riftwalk away at the last second, thus maximizing the amount of time spend attacking said tower. You can drop thousands of MP into Riftwalk and multiply it to a level that out-damages your other abilities. You can charge your Riftwalks multiplier in your fountain and teleport into combat with it at x8. You can Riftwalk in place to charge your Force Pulse. Riftwalk synergizies with your mana stealing melee attack and your slow flying silence. Riftwalk surprises people. Riftwalk furstrates people. Riftwalk is your balance of power, your sword that smites, and your boots that flee to fight another day. Any questions? *** The bigger the mana pool of your target, the more you drain. At max level, you get 10% of your targets max mana every swing. Somebody with a 2k mana pool will will net you 200 mana a swing. Don't underestimate how beneficial it is to your mana situation to get a couple good wacks in on a caster, even if you Nether Blade is at a low level. *** Always be mindful of how many spells you need for Force Pulse. Now, this ability is massively key to your spike. At max level, it has a higher base damage then Null Sphere (passing it up at level 4). It also has the best AP scaling out of any of your moves. Having Force Pulse when you need it is key, and sometimes a little bit of smart positioning and targeting helps. (ie: the Eve that was hate spiking me as she was trying to kite.) *** Wound for free, play on fears. If you can pop in and get your whole combo out without the enemy champion being able to do more then maybe a spell or two, do it. Trust me, people will run from you if you pop in and hit your whole combo. They fear for their safety. Exploit this. If you can hit somebody for 20-30% + of their HP and get away with it, why not? *** Silence what needs to be silenced. Silencing Shaco before he blinks can lead to him being out of the game for 45+ seconds. Silencing Nunu's ult before he kills your Lich. Silencing Amumu right as he runs in the middle of your team when you know he's trying to ult. Null Sphere is more then just damage. MORE EDITING TO COME. I'd love feedback on the Tips section! |
mind me asking what your total AP is by the end? it doesnt sound like too bad a strat, being that 2 of his spells get +1 damage per AP
|
I think it's a little over 300, which is all the AP you need.
I should add that Kassadin never needs over 350 AP |
Great guide. Personally, I'd probably get boots of swiftness just for that permanent 1 movement speed but mobility works too.
People don't seem to bother abusing his combo to the fullest. |
Quote:
Quote:
|
Quote:
|
I have to disagree on some points here... I'll work down the list...
First being your placing of -CD in terms of priority, I find it's one of Kassadin's most important stats; hitting the CD cap without the assistance (or CRUTCH) of the golem buff can be INTEGRAL to a Kassadin's success. 2.4 second Riftwalks and 3 second Force Pulses are nothing to sneeze at when they can be done at whim. Catalyst... I don't have a problem with inheritely, but its usefulness can deteriorate quickly depending on your early game. I usualy go with a Tear as a safe choice; but I can see this as a personal choice. Boots, I've never found improved movement speed to be that big of an improvement to Kassadin. He is easily one of the best chasers in the game buck naked. You may see the 33 AP as minimal; but it packs a HUGE punch early game with Kassadins inheritely high AP ratios. Kassadin is INCREDIBLY maneauverable, slippery, and difficult enough to run from. Soulstealer... this is my biggest issue here. I really can't understand why you would so quickly throw down what I feel is Kassadin's most important item. The ability to steal all of an enemy Champions mana on their death is HUGE. There's is nothing more satisfying then getting a quadra kill with nothing more than rift walk because each felled champion replenishes your mana. Your summoner spell choices are also curious to me, I can see the point; but exhaust has just always seemed more valiable. Exhaust gets you early kills and allows you to take down a physical carry with relative ease with the blind. There are a couple more minor things, but the guide for the most part is decent. |
eh... i kinda agree with the above poster
also i still highly prefer my 600+ AP kassadin build that is admittedly a lot squisher >.>; this build is basically the "alternate" item build on my guide more or less.... nothing quite as fun as hitting 700+ AP on kassadin in those real long games with a pool of 3k-4k mana...loveliness for caster DPS :) thats just my personal preference though, this build is definately better at taking a beating while still doling out some damage in return |
quite surprised that lich's bane was mentioned nowhere in the guide....
|
+1 senate = good kass
|
| All times are GMT -8. The time now is 11:25 AM. |
(c) 2008 Riot Games Inc