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Kassadin

Champion guide

Patch 26.16

Kassadin

The Void Walker

  • Assassin
  • Mid
  • Mana

He eats ten minutes of humiliation without flinching, then starts blinking into your backline and the game changes hands.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
511+78
HP regen (per 5s)
7.45+0.5
Mana
275+45
Mana regen (per 5s)
7.5+0.6
Attack damage
56.2+3.9
Attack speed
0.64+3.7 %
Armor
21.2+3.2
Magic resist
31.25+1.25
Attack range
125
Move speed
340

Abilities

Kassadin, Void Stone

Passive

Void Stone

Kassadin takes 15% reduced magic damage and transforms this damage into bonus Attack Speed.

  • Kassadin Q, Null SphereQ

    Null Sphere

    5 ranks
    Cooldown
    9 s
    Cost
    70/80/90/100/110 Mana
    Range
    650
    Damage
    60/105/150/195/240 (+60 % AP)

    Kassadin fires a void bolt, dealing 60/105/150/195/240 (+60 % AP) magic damage and Silencing the target for 1/1.25/1.5/1.75/2 second(s).

  • Kassadin W, Nether BladeW

    Nether Blade

    5 ranks
    Cooldown
    12 s
    Cost
    25 Mana
    Range
    1
    Damage
    30/45/60/75/90 (+30 % AP)

    Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60. Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+30 % AP) magic damage.

  • Kassadin E, Force PulseE

    Force Pulse

    5 ranks
    Cooldown
    6 s
    Cost
    80 Mana
    Range
    400
    Damage
    60/120/180/240/300 (+80 % AP)

    Kassadin draws energy from spells cast in his vicinity (1800 range), gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 60/120/180/240/300 (+80 % AP) magic damage and Slow enemies by 20/30/40/50/60% for 3 seconds in a cone in front of him.

  • Kassadin R, RiftwalkR

    Riftwalk

    3 ranks
    Cooldown
    7/6/5 s
    Cost
    100 Mana
    Range
    700
    Damage
    60/70/80 (+80 % AP)

    Kassadin teleports to a nearby location dealing 60/70/80 (+80 % AP) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs 100 additional Mana and deals 60/70/80 additional damage, stacks up to 10 times.

In short

Kassadin is the most honest contract on the roster: you agree to lose the early game, and in exchange you get an assassin nobody can escape or stop from starting his sequence. Riftwalk teleports him again and again, Null Sphere silences the one target that could have answered, Force Pulse slows everything caught in the cone, and Nether Blade feeds back the mana his mobility is starving for.

Void Stone makes him a specific nightmare for mages: the more magic damage you throw at him, the faster he swings. Against a physical opponent, though, he's simply a squishy champion with a good escape. This is a curve champion, not a comfort champion. If you don't enjoy farming under your tower while taking a beating, pick something else.

Strengths and weaknesses

His main strength is structural: his mobility has no real limit, only a mana price that climbs as he chains it. That gives him something no other assassin in the mode has, the certainty of reaching his target and leaving again. Add the silence on Null Sphere, which cuts a channel, a summoner spell or an escape stone dead, and you have a dedicated carry executioner. Void Stone hands him a genuine edge in mage duels on top of that.

The weaknesses before six are brutal. His spells cost a lot, his range is short, his health is low and he has no way to win a lane trade against a mage poking him from distance. After six the problem changes shape: every extra Riftwalk costs more, so a Kassadin out of mana is a Kassadin with no exit. And he deals no area damage at all, so against a tightly grouped composition he barely exists.

Laning phase

Your goal before level six isn't to win, it's to reach level six on even minions. Max Null Sphere first: it's your ranged last hit and your safety button when a jungler shows up. Never throw it away as free poke, your mana pool won't carry it and you'll end up silent at exactly the wrong moment.

Use Nether Blade to pick up the minions you can't reach otherwise. Its passive returns mana on every attack, and considerably more when you land one on a champion, which is your only real sustain in lane. Force Pulse only charges from spells cast around you, so in a quiet lane you simply won't have it and you shouldn't build a plan around it. Stay behind the wave, keep the river warded, and let the lane push toward you.

Power spikes

Level six is the sharpest swing in the mode. You go from a champion who absorbs to a champion who decides: you can leave lane without being followed, arrive on someone who thought they were out of reach, and walk into the enemy jungle knowing you'll walk back out. It's also the moment your lane opponent suddenly has to buy vision and play scared.

The second real spike is your first completed power item paired with your mana pool. Kassadin only becomes a kill threat once he can chain several Riftwalks and land a sequence that finishes a target in one go. Levels eleven and sixteen matter as much as items: the shorter Riftwalk cooldown changes your movement rhythm more than any purchase does.

Teamfights and positioning

You never open. You wait until the enemy front line has spent its crowd control, then you cross over for the carry, silence first to cut off their answer. A Kassadin who enters alongside his own tank dies having achieved nothing. A Kassadin who enters three seconds later wins the fight by himself.

Watch your mana bar like a second health bar. The classic trap is spending two Riftwalks to get in and having nothing left to get out. Always count one exit blink before committing. Against a team that stays tightly packed, don't force anything: play the flanks, catch someone isolated before they group, and push a sidelane nobody can contest, since you're the hardest player on the map to pin down.