Kassadin needs a minor rework

The Flavortrain·8/9/2015, 5:32:01 PM·3 votes·961 views

Kassadin is one of my favourite champs, and I am psyched that he is getting buffs to his ult in the PBE. However, he is still undeniably weak in the current meta, and there are a few changes that could be made to help him survive and thrive on the Rift.

First off: Kass's passive. Void stone is cool. Ignoring unit collision is only on a few champs and that makes him unique. However, 15% reduced magic damage is a passive that doesn't scale into late game when you're an assassin like Kassadin. Void Stone should be like an inverse Runic Skin. Kass should gain MR equal to 15% of is AP. This is a small nerf to early game, giving ~5 MR with most Kass starts, but in late game can give 70-90 Mr. This also fits the theme of Kassadin's void magic being strong enough to render other mage's magic "null and void".

Second: His Q Null sphere is just not that great. With 170 base damage at rank 5 and an AP shield scaling with 30% of his AP on hit, it is hard to use it for either damage or defence. I know many people want to preserve targeted abilities in League for balance purposes among the numerous dashes and blinks champions have, but skillshots do more damage and that is something Kass desperately needs right now. Null sphere should be a longer ranged skillshot that passes through minions, similar to Ezreal's W, and gives Kassadin his shield on cast. This allows for more counterplay against Kassadin, while giving him an ability to outplay other champs. The AP scaling on the damage should remain the same, with a higher base damage, and higher AP scaling on the shield, around 50%. This is the same amount as Karma's shield, but since it only blocks magic damage and has the cast time of a skillshot it is still balanced.

Third: His W Nether blade is kinda weak as well. It gives his autoattacks 10% of his AP as magic damage, and in a world of Chogath s and Teemo s this is extremely underwhelming. But instead of just buffing it, this can be much more interesting. Make it a toggled ability. While toggled off, Kassadin's autos still do 10% of his AP as magic damage, but every third autoattack restores half as much mana as it currently does, still quintupled against champions. While toggled on, all of Kassadin's autos still do 10% of his AP as magic damage, but now drain (2/4/6/8/10)% of his mana and deal magic damage equal to (10/15/20/25/30)% of his target's AP. This solidifies his niche role as the mage-hunter, and makes farming and harassing in lane more interesting.

Fourth: His E Force pulse would benefit from a few small balance changes, such as a higher base damage, a wider radius, more stacks needed to cast, i.e. 8-9, and a new element: Force pulse drains 33% of the target's current mana/energy. In lane this would be much less spammable, but it would make mana-using opponents more conservative with their spells, either because of the mana drain or to prevent Kassadin from actually casting the spell. In teamfights this would be very potent if cast 2 or 3 times, denying a few mana-hungry champions such as Anivia or Swain their ults, if Kassadin hasn't already killed them.

Finally: His R Riftwalk is, in my opinion, a great ult. The only change it needed, damage, is something Rito already put on the PBE.

That sums up my ideas for a Kassadin rework! Comment whether you liked it, hated it, or your own ideas for changes to Kassadin.

2 Comments

CasterGilgamesh8/9/2015, 8:08:03 PM1 votes

riot doesn't want "hard counters" yet they make a mage hunter lol and then they just nerf him to the ground after people like him lol

Nekusen8/10/2015, 2:55:00 AM1 votes
  • Passive- Void Stone Kassadin takes 15% reduced magic damage and ignores unit collision.
  • -NEW
    In case Option 1 is chosen for spells: Kassadin ignores unit collision and takes 5% (+5% per 100 ability power) reduced magic damage.

  • In case Option 2 is chosen for spells: Each time Kassadin casts a spell, he gets 1 charge, a charge is consumed when Kassadin will receive magic damage. Consuming a charge shields him from 50 magic damage. 2.5/2.3/2 seconds cooldown between charge production. Kassadin can have a maximum of 1/3/5 charges.

** Q- Null Sphere** Kassadin fires a void bolt, interrupting channel spells and dealing 70 / 95 / 120 / 145 / 170 (+70% of ability power) magic damage to the target enemy while granting himself a shield that absorbs 40 / 70 / 100 / 130 / 160 (+30% of ability power) magic damage for 1.5 seconds.

  • -NEW Fires a void bolt, (silencing (see options below)) the target and dealing 70 / 95 / 120 / 145 / 170 (+7% of maximum mana) magic damage to the target enemy while granting himself a shield that absorbs 40 / 70 / 100 / 130 / 160 (+3% of maximum mana) **damage ** for 1.5 seconds. (**OPTION **2: Change from 70% AP ----> 30%AP + 4%max mana)

(Silence Options) 1- 0.75 silence on target 2- makes the target cast slower for 1.6 seconds, adding a casting time for it's abilities of 0.4 secs. 3- reduce the sight of the target to melee range. 4- shield negates the first negative spell cast on Kassadin (like banshee)

** W- Nether Blade** Passive: Kassadin's basic attacks draw energy from the void, dealing 20 (+10% of ability power) bonus magic damage. Active: Kassadin charges his Nether Blade, causing his next basic attack to deal 40 / 65 / 90 / 115 / 140 (+60% of ability power) bonus magic damage and restore 4 / 5 / 6 / 7 / 8 % of his missing mana (increases to 20 / 25 / 30 / 35 / 40 % against champions).

  • -NEW Passive: Basic attacks deal 20 (+1% of maximum mana) bonus magic damage. Active: His next basic attack deals 40 / 65 / 90 / 115 / 140 (+6% of maximum mana) bonus magic damage and restore 4 / 5 / 6 / 7 / 8 % of his missing mana (increases to 20 / 25 / 30 / 35 / 40 % against champions). (**OPTION **2: Change active from 60% AP ----> 30%AP + 3%max mana)

E- Force Pulse Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80 / 105 / 130 / 155 / 180 (+70% of ability power) magic damage and slow enemies by 50 / 60 / 70 / 80 / 90 % in a cone in front of him for 1 second.

  • -NEW Gains a charge whenever a spell is cast near him. Upon reaching 4 charges, Kassadin can use Force Pulse to deal 80 / 105 / 130 / 155 / 180 (+7% of maximum mana) magic damage and slow enemies by 50 / 60 / 70 / 80 / 90 % in a cone in front of him for 1 second. (**OPTION **2: Change from 70% AP ----> 25%AP + 3.5%max mana)

R- Riftwalk (No changes)