Kassadin [Minour Strategic Rework Concept]

Stacona··2 votes·362 views

So with my ideas in this post will list ideas to try to fix Kassadin into a more healthy gameplay while trying to leave his high mobility identity intact and have a trade-off for Kassadin to decide between wanting high mobility and high damage, because right now he can get both, mobility should come at a price and that price should be less damage to get his high mobility. NOTE: Kassadin should not feel any different between live and this rework idea when you play as him, it should however make him less frustrating to play against.


Void Stone (Passive): Kassadin takes 15% reduced magic damage and ignores unit collision.

Null Sphere (Q): Cooldown: 9 seconds; Cost: 70/75/80/85/90 mana; Range: 650 units Kassadin fires an orb of void energy at a target enemy, dealing 60/90/120/150/180(+35%AP)(+10% current mana) magic damage and interrupting channels. The excess energy forms around himself, granting a shield that absorbs 40/70/100/130/160(+30%AP) magic damage for 1.5 seconds.

Live Values: 80/105/130/155/180(+70%AP)

Nether Blade (W): Cooldown: 10 seconds; Cost: None; Range: N/A Passive: Kassadin's basic attacks deal 10/15/20/25/30(+15%AP) bonus magic damage on-hit.

Active: Kassadin charges his Nether Blade, causing his next basic attack to deal 20/30/40/50/60(+30%AP)(+5% current mana) bonus magic damage, gains 50 units of range (200 units basic attack) and restores 10/20/30/40/50 mana plus 1/2/3/4/5% maximum mana. If Nether Blade was used against an enemy champion the base cooldown is halved to 5 seconds and the mana restore is increased to 30/60/90/120/150 mana plus 3/6/9/12/15% maximum mana.

Live Values: Kassadin passively deals 20(+10%AP) on-hit magic damage and actively deals 40/65/90/115/140(+60%AP) magic damage while restoring 4/5/6/7/8% missing mana, 20/25/30/35/40% missing mana against champions, cooldown is 9 seconds and does not half when attacking enemy champions with Nether Blade

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 80/105/130/155/180(+40%AP)(+15% current mana) magic damage and slowing enemies in a 80º cone in front of him by 50/60/70/80/90% for 1 second.

Live Values: +70%AP

Riftwalk (R): Cooldown: 5/4/3 seconds; Cost: 15% max mana plus 50% current mana; Range: 700 units Kassadin teleports to a nearby location, dealing 80/100/120(+25%AP)(+15% current mana) magic damage to enemy units within 150 range upon arrival.

Each subsequent Riftwalk within the next 6/5/4 seconds deals 30/55/80(+15%AP)(+10% current mana) bonus magic damage, stacking up to 10 times. {Maximum damage per Riftwalk should be 380/650/920(+175%AP)(+115% current mana) magic damage at max stacks}

Live Values: Cost is 75-1200 mana based on Riftwalk stacks, maximum stacks is 4, cooldown is 7/5/3 seconds, subsequent Riftwalk window is 12 seconds, damage is 80/100/120(+2% max mana), additional Riftwalk damage is 40/50/60(+1% max mana)


So Riftwalk has a lower cooldown at earlier ranks, but I figured this is a safe way to go since Kassadin should only be getting 1, maybe 2 Riftwalks in the early game with my changes and made Nether Blade's rank 5 mana return to match Riftwalk's cost so that late game his chase potential is extremely strong as long as he lands Nether Blades after every Riftwalk, Nether Blade also received the damage nerf for the activation portion to have it be for the utility of granting Kassadin mana to refund his cost of Riftwalk so he can keep Riftwalking. Overall though I wanted to tone down early game mobility on Kassadin to open up more counter play from the opponent, and give a distinct weakness and trade-off of high mobility and low damage and low mobility and high damage (with this said I do contradict myself slightly here with the stacking Riftwalk damage, but this also encourages Kassadin to stay in melee range combat with the lower Riftwalk window and the window goes down per rank, or the Riftwalk window being 1 second higher than the base cooldown) with granting current mana ratios and having Riftwalk to destroy his mana pool.

Anyways, the changes should allow for only a maximum of 3 Riftwalks when used passively, but in most to all cases he should be only able get off a maximum of 2 Riftwalks when used passively so this really should open up the ability of having a Kassadin that is manageable to handle from the enemy team and shouldn't need to be perma-banned every game (if he still does get perma-banned then back to the drawing board for the who knows how many times Kassadin has been there for).

~ Stacona

2 Comments

SHOOT BLAGS2 votes

NO WE NEED A DAMN SKIN REWORK NOT A KIT FIX

Stacona1 votes

Because skin reworks stop champions from getting perma-banned

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