Kassadin [Rework Concept]
Current Kassadin for those that want to compare: http://leagueoflegends.wikia.com/wiki/Kassadin
Void Stone (Passive):
Kassadin takes 15% reduced magic damage and ignores unit collision.
Null Sphere (Q): Cooldown: 9 second; Cost: 70/75/80/85/90 mana; Range: 650 units Kassadin fires an orb of void energy at a target enemy, dealing 60/75/90/105/120(+40%AP) magic damage and interrupting channels. This orb applies a mark of nullification on its target for 1.5 seconds which reduces the magic damage that target deals by 20/25/30/35/40%.
Nether Blade (W): Cooldown: 24/22/20/18/16 seconds Passive: Kassadin's basic attacks deal 10/20/30/40/50(+15%AP) bonus magic damage on-hit.
Active: Kassadin's next basic attack gains 50 units (200 units basic attack) and deals 40/80/120/160/200(+60%AP) bonus magic damage and reduces Riftwalk's cooldown by 75%. {Nether Blade has 5 seconds to get used before going on cooldown.} If Nether Blade was used on an enemy champion then Nether Blade's cooldown is reduced by 75% and refreshes Riftwalk's cooldown.
Force Pulse (E): Cooldown: 6 seconds; Cost: 80 mana; Range: 700 units Passive: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him (including his own spells). Upon reaching 6 charges, Kassadin gains the ability to cast Force Pulse.
Active: Kassadin can emit a pulse of void energy, dealing 80/120/160/200/240(+80%AP) magic damage and slowing enemies in a 80º cone in front of him by 60% that decays over 0.75/1.0/1.25/1.5/1.75 seconds. If an unit has a mark of nullification when struck by Force Pulse then that unit is snared in place instead of slowed for the same duration.
Riftwalk (R): Cooldown: 28/20/12 seconds; Cost: 75 mana; Range: 700 units Kassadin teleports to a nearby location, dealing 60/90/120(+40%AP) magic damage to enemy units within 150 range upon arrival.
The next subsequent Riftwalk within the next 6 seconds deals 120/180/240(+80%AP) magic damage. Every Riftwalk deals 240/360/480(+160%AP) magic damage to Minions only.
The point to this rework concept is to allow Kassadin to remain his high mobility, anti-mage, mage-assassin self while trying to create healthier gameplay out of him and try to offer more weaknesses (out of his current form of no weaknesses) and open up more ways to deal with Kassadin, especially early game, and to exploit his weak early game but still allow Kassadin to scale well as a hyper mage-assassin. Also reducing his chances of snowballing out of control early plus have Kassadin, especially early game, to be able to be punished by misuse of Riftwalk.
~ Stacona