Kassadin [Rework Concept]

Stacona··2 votes·869 views

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

2 Comments

Godalor2 votes

I LOVE IT I LOVE YOU <3<3<3

All of Kassadin's themes in one Kit :D Antimage, Mobilityguy, THE ABILITY TO PUSH THE LANE, REAL SCALINGS, Punishable Riftwalk (although it already is with the epic 1200 Manacost -.-), rewarding melee Ability. This is everything he ever needed. But it does go really far away from the concept he was based on, which was the "Antimage" from Dota 2 who had the defining mechanic of being very focused on Mana and I think Riot likes that (.02 Manascaling shows the love to Mana I guess)

Stacona1 votes

The thing is, the mana cost on Riftwalk i feel like does not actually give Kassadin restrictions, especially with 40% mana return, but making the ability actually cooldown based will make him a lot better

i took a page from diana, and diana has a reset mechanic but never felt like she is over top, probably because you can play around two dashes, or just a bunch of low cooldown dashes; so i decided to bring kassadin towards this approach; while granting him an assassin esq feel of jump in, throw out your burst and jump out with nether blade reset- difference here rather than LIVE is that kassaddin has a very long cooldown [especially ranks 1 and 2; rank 3 feels a little too short though] if he does not stay within melee distance- so if kassasin can keep on staying on his target then he keeps staying on his target, but if the prey ever gets away or he backs off then kassadin loses out on his dinner- kassadin may now have real counter picks rather than "counter picks" as well

null sphere i gutted the damage but brought it back in line with what it should have been used for which is weakening the enemy mage's damage output [more like a silence but with better counter play] rather than making him tankier, kassadin should be more about anti-that-mage rather than tank-all-mages

force pulse i threw on the damage that was gutted on null sphere, weakened the slow greatly, and added an interaction between force pulse and null sphere [snare duration most likely too long by rank 5 for kassadin, would be toned down]

riftwalk blows up minions, this is so that if you want to reset riftwalk off of minions you have to strategically use riftwalk in such a way that you can hit a minion with nether blade-- also allowing kassadin easy access to kill waves to roam i think suits kassadin better since he feels more like a roaming mage rather than a farm up lane mage

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