[Kassadin Rework] Concept
Kassadin Rework This guy needs one, after constant nerfs (recently a tiny bit of love though) he is in need of a rework, in LCS he is dominating, while in SoloQue he sucks
His current kit is just way to hard to balance and has little counterplay, with this concept for a rework i want to bring him back to being an Anti Mage
Passive: Void Stone Kassadin absorbs spells, taking 15% less damage from magical spells, aswell as ignoring unit collision
Kassadin his Void Stone will charge up, after every 5th spell Kassadin will get a [30 + 10x LvL] shield for 2 seconds that absorbs magical damage
**Q: Null Sphere ** _Kassadin fires an orb of void energy in the targeted direction. _ If the orb hits a target it will deal 90/135/150/180/210 + (0.7 AP) magical damage and silence the target for 1.5 seconds Cooldown: 9/8.5/8/7.5/7 Range: 850
With this, Kassadin his damage becomes more skill based, and his silence is back but requires skill to land. Instead of having "i click u take dmg" we now have "aim this properly and you will get awarded with a silence and damage" Riot has stated they dislike targeted silences, so here we have it. the beautiful thing called counterplay
W: Nether Blade Passive: Kassadin his attacks deal 13/15/17/20/25 + (0.1 AP) extra magical damage
Active: Kassadin enhances his blade for 3 seconds, increasing the passive damage by 3 times (including AP scaling) _ aswell as gaining 100 extra auto attack range (total: 250) and each attack against enemy champions restores 5% of your missing mana_ Cooldown: 12/11/10/9/8 [After 3 seconds]
With this, instead of being R-W-Q-E-R out combo, kassadin now has to take risk and stick to his target by auto attacking, rewarding for risky plays and making this ability less rewarding for going in and then out 2 seconds later
E: Force Pulse _Kassadin draws energy from spells, after 5 spells are cast near him [850 range] (includes spells from self) _ _he gains the ability to cast Force Pulse _
Active: Kassadin charges energy for 0.5 seconds, ignoring all magical damage and sending out a wave of void energy dealing 80/120/150/175/200 + (0.65 AP) magical damage in a 70º cone, aswell as slowing all enemy champions in the cone by 50% for 2 seconds Cooldown: 8/7.5/7/6.5/6
Kassadin his Cone radius is slightly decreased and the flat damage up a little bit, but the AP scaling down a little bit, aswell as the slow having changed spell casts required for the spell are now 5 instead of 6. And when cast you can now dodge this if you react quickly enough (since he channels for 0.5 seconds) or CC him during that time to avoid it
During the 0.5 seconds, kassadin only ignores magical damage, meaning phsycical damage, true damage, and CC still work on him
R: Rift Walk Passive: Every 25 seconds, kassadin gains a stack of Rift Walk, up to a maximum stacks of 3/4/5 Hitting an enemy Champion with a spell decreases this charge time with [2] seconds, each auto attack with [1] second
Active: Kassadin blinks to the targeted location [600 range] dealing 110/180/250 + (0.4 AP) magic damage Cooldown: 6/5/4
With this, kassadin keeps his identity of Rift Walker, while not being able to blink around constantly. He needs to watch his Rift Walk charges carefully early game and needs to make decisions, do i use my last charge to engage or keep safe and wait untill i get more?
This is my concept of a Kassadin rework, and i think it will solve many problems involving him. Please share your thoughts below