Kassadin Re-Imagined (Ability Kit)

Stacona··6 votes·466 views

DISCLAIMER: This is NOT an official rework of any kind, this is just a fan project! This can help give ideas to Riot Games for the inevitable Kassadin rework in the future, but the purpose for this post is create something for fun with making an alternate reality version of Kassadin.


Basic Attack Range: 150 units Movement: None; Rift Walk becomes his only form of movement


Rift Walk (Passive): Static Cooldown: 1 second; Range: 325 units + 100% of bonus movement speed Kassadin cannot move normally, instead he instantly teleports to the target location.

Every 3rd Rift Walk deals 40/90/140/190(+100%AP) magic damage to nearby enemies upon arrival.

Null Slash (Q): Cooldown: 15/13/11/9/7 seconds; Cost: 25/35/45/55/65 mana Kassadin doubles the range of his next Rift Walk, but the cooldown of the following Rift Walk is doubled. His next basic attack gains 75 bonus range and deals (+100/110/120/130/140%BaseAD)(+70%AP) magic damage and reduces magic damage the target deals by 20/25/30/35/40% for 2.5 seconds.

Silence of the Void (W): Cooldown: 14 seconds; Cost: 70 mana; Range: 400 units 1st Cast: Kassadin absorbs up to 75/100/125/150/175(+75%AP) magic damage for 4 seconds.

2nd Cast: Kassadin let's out a pulse around him, dealing between 15/20/25/30/35(+15%AP) to 75/100/125/150/175(+75%AP) magic damage and silence for 0.4 to 2 seconds based on how much magic damage he absorbed. Automatically occurs after 4 seconds.

Force Pulse (E): Cooldown: None; Cost: 40/65/90/115/140 mana; Range: 600 units / 80 degrees Passive: Kassadin stores charges from Rift Walk and all spell casts near him, 2 charges for nearby enemy spell casts, up to 100 charges.

Active: Kassadin deals 6/12/18/24/30(+10%AP) and slow by 4/5.5/7/8.5/10% for 1.75 seconds against struck enemies, up to 60/120/180/240/300(+100%AP) magic damage and slow by 40/55/70/85/99% for 1.75 seconds based on charges consumed.

Overcharged (R): Cooldown: 160/130/100 seconds; Cost: 100 mana Passive: Kassadin takes 10/15/20% less magic damage. Whenever he takes magic damage, Overcharged's cooldown is reduced by 1 second. Every 3rd Rift Walk deals 40/90/140/190(+100%AP) magic damage to nearby enemies upon arrival.

Active: Kassadin's next 3 Rift Walks have no cooldown.


11 Comments

yZfYArlene2 votes

Trying to get kassadin back to 97% ban rate i see

Stacona1 votes

Easier to balance for that will not occur.

Dead flag blues2 votes

Um his passive is basically having a flash with 1 sec cooldown ?

Stacona3 votes

Yes and no, since it is his only way of movement it is 1 second movement instantly, but that means he roots himself for 1 second as well. So you need to think more of how you use it because 1 second is a long time to get skill shots landed on you, but at the same time if you use it well then you can dodge skill shots - hence Kassadin becomes an anti-mage. It offers high skillful play by doing it this way, and allows for better counter play.

And then there are decision making processes like changing E into entirely power based on charges rather than giving it than meaningless cooldown, so you decide when to use it if you want less damage and weaker slow or wait until max charges for super damage and slow as an AoE. While Q gives a bunch of steroids and a strong debuff against magic damage dealers, including super blink range, but you are rooted in place for 2 seconds (unless you use it with your ultimate) creating a decision making process rather than something that is always good.

Even though his movement is on par with the slowest champions in the game, since Rift Walk is a blink he can go over some walls allowing for strong roaming potential, which is good since Kassadin is an assassin.

Another thing is having Kassadin's 3rd Rift Walk deal damage (with some kind of visual indicator), rather than every Rift Walk, this allows the opponent to know of what to avoid with Kassadin - also helps him with wave clear, but has the risk of being in melee range.

Illâoi Evê Siôn1 votes

Oh, another GU suggestion. Lemme just skim this-

{quoted}

Movement: None; Rift Walk becomes his only form of movement

Wait, what?

I would love to see this idea explored by Riot. Seems really interesting, and your ability interactions (Q/R) seem like great ideas on how to make it work, though the numbers feel a little volatile (1 second CD from the start, 100% bonus MS to Range, etc.), and not being able to walk at all could be unfun, but there are lots of ways that could be lessened.

Great concept.

[slayer-pantheon-thumbs]

Stacona1 votes

The movement speed matches low movement speed, so you roam as fast as a 325 units per second champion, just you get to your 1 second distance instantly, but then you root yourself for 1 second (or 2 seconds root for double distance), the only exception to this is when you ult which I turned into a moment of power on a long cooldown. Also only the 3rd Rift Walk deals damage, the first two is just basic movement, even though there is a lot more Rift Walks, you actually need to think a lot more of how you use them because of the 1 second rooting afterwards since that is your ONLY form of moving.

Everything in the kit I just quadrupled down on the anti-mage element and Kassadin is below mediocre when not against magic damage / spell casters, at least this was the idea here.


325+100% bonus movement speed on a 1 second static cooldown is your movement speed every second; it will have the same rules of movement fall off by the way, so to get a massive 800 range Rift Walk involves the exact same rules to acquire 800 units per second.

FurriesAreHot1 votes

Feel like 1 second is too slow, in a moba. Since laning would be near impossible. But I love the idea, reminds me of Anti-Mage from DoTA 2. (His ult is a super short cooldown blink)

Stacona1 votes

Well it is too replicate 1 second of movement, but instantly rather than over time, there is more skill to his Rift Walk this way and thought process. There are drawbacks and benefits, making it A LOT more balanced because it is not just innately good, but instead it is a different way to play and requires more games as Kassadin to get used to it and massively increases his mastery curve which heavily rewards players that put in the games and time to learn Kassadin well.

I wanted to create trade-offs and decision making through-out a very mobile kit, that way it is not entirely good allowing for proper counter play for the opponent and forcing the player to play the champion properly, and not have Kassadin about being vastly overpowered or vastly underpowered.

Also I did double down on anti-mage identity, magic damage reduction debuff, reduce magic damage against Kassadin, a spell that gains power based on spell casts, a magic damage shield, and bring back a silence (short range for there is some kind of risk to it).

FurriesAreHot1 votes

I do see the reasoning behind the 1 second, but it’s still absolutely huge to be completely immobile for an entire second, especially the entire game.

Stacona1 votes

It is one of those things that needs to be seen and played in actual practice to grasp how it actually works out, and then adjust to see if it is appropriate, too weak, or too strong.

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