Kassadin Is Still Strong — Calculations Inside

Flash to KS·12/18/2015, 12:15:04 PM·1 votes·938 views

Ever since Kassadin's rework early on in season 4, I have read a lot of posts about how he became much weaker than he used to be. When the empowered Riftwalk stack timer was increased to 20 seconds from 12, a lot of people said that Kassadin was "dead" and "gutted." Then he had a huge pick-ban rate in competitive play despite that in early season 5, until his ult range was reduced.

Personally, I think that Kassadin is still a very strong champion who is just underplayed, like a lot of good champions. Let's look at his numerical values now compared to season 3, ability by ability. Please note that I didn't play more than a few games in season 3, so I'm relying on Wikia for the numerical values I have of season 3 Kassadin.

Q: Null Sphere: This used to have a silence that was removed, and in my opinion, rightfully so. Assassins shouldn't have silences; those kill counterplay.

The base damage was 280 + 70% AP. Now it's 170 + 70% AP. That's a 110 damage loss. Instead of the silence, it now provides a magic damage shield that is useful for trading with mages.

W: Nether Blade: This used to increase his attack speed, if I'm not mistaken. Older players are free to correct me if I'm wrong. It also had a much higher cooldown than it does now. The current version deals 140 + 70% AP damage, and its passive adds an additional 10% AP ratio. Overall, that's a 140 damage and 80% AP ratio increase.

E: Force Pulse: Like Kassadin's old Q, this used to have a 280 base damage and a 70% AP raio. It retains its ratio, but the base damage was reduced by 100. Furthermore, the slow was increased from 50% to 90% but had its duration reduced by two seconds.

R: Riftwalk: This is it: Kassadin's bread and butter ability. It used to have a 120 damage at max rank with an 80% AP ratio, increasing by 10% for each subsequent cast, up to the maximum number of stacks, which as 10 stacks. It now has the same base damage but with a 20% AP ratio increasing by 10% for each stack, up to 4 times amounting to a 60% AP ratio. It also has a maximum added damage equal to 6% of Kassadin's maximum mana.

Riftwalk had a base cost of 100 mana increasing by 100 mana for each subsequent cast, stacking up to 10 times. Now it stacks up to 4 times only but doubles the cost with each cast, up to 800 mana. Adding up the losses in base AP ratio and the stacked ratios, this amounts to a 120% AP ratio loss.

Arguably the most significant nerf in Kassadin's history was the reduction of his ult range. However, with the reduced cooldown, he is (in my opinion) just as mobile; just in smaller bursts than before. Let's look at the math:

Old cooldown versus current cooldown: 7/6/5 compared to 6/4/2. At rank 1 Riftwalk there isn't much difference, but the difference starts to be very noticeable at ranks 2 and 3. In 12 seconds, old Kassadin could riftwalk twice, while current Kassadin can Riftwalk thrice. 2 x 700 = 1400 units in 12 seconds for old Kassadin. 3 x 500 = 1500 units for current Kassadin. At max rank, old Kassadin could riftwalk only once in 4 seconds, while current Kassadin can Riftwalk twice. 1 x 700 = 700 units for old Kassadin. 2 x 500 = 100 units for current Kassadin.

For mana costs, the old empowered stack timer was 8 seconds, while the current one is 15 seconds. This is possibly the most significant difference between the ultimate then and now.

So he lost 210 base damage and a 120% AP ratio on max-stack ult, in addition to losing the silence and having the duration of his slow reduced by two seconds. However, he had a mana ratio and a lower AP ratio added to his ult, and 140 damage + 80% AP ratio added to his W. This amounts to a net loss of 70 base damage and a 40% loss in AP ratios, not taking into consideration the added mana ratios.

I think the only major difference is that he can now be caught by abilities or autoattacks easier than before when he riftwalks away. His Riftwalk's range is just barely less than autoattack range, so there is room for retaliation when he jumps on a carry and tries to burst them down and then ulting away. I think that this opens up counterplay, while the reduced cooldown ensures that he is just as mobile as before, albeit in smaller bursts.

These are the thoughts of a Kassadin main who is a huge fan of the champion. Feel free to add your own thoughts or calculations.

11 Comments

AyRe CoNteMpT12/18/2015, 12:25:08 PM1 votes

kassadin was never strong and he will never be. he offers no lanecontrol and unless you can snowball and end the game with it (which you cant), he contributes nothing to the team. hes really bad and i always pray to not have one on my team.

G0dot12/18/2015, 12:40:35 PM1 votes

W had arpen bonus instead of %AS bonus if I remember correctly.

Darkwind12/18/2015, 2:31:30 PM1 votes

His passive used to convert 15% of magic damage taken into attack speed (you could get 2.5 attack speed from this. lol.). His W gave a flat mana return on hit, and on hit damage when activated. There were some really old versions in season 1/2 where he had all sorts of other weird things, but we'll not go there.

It's true that in terms of units traveled/second, he's equally as mobile or even more mobile compared to before. However, the value that is lost is that, before, you could sit outside of their range, then riftwalk right up to their face (in one ult) and do your combo, meaning an instant burst of damage with a very small retaliation window. Since your Q silenced, they couldn't use any abilities and couldn't flash away. You'd then zhonya or seraph, then use your combo again or ult out. If you ulted out, you were free to do the some thing with your other active item in a couple seconds.

While that's not a particularly healthy gameplay pattern, it's certainly a stronger one than his current. Which is more "ult to get close, then ult to get on them, then burst them, hit them with w and zhonya" where you're taking damage after the first ult. Plus, if they try to get away from you during your zhonya's, it's much harder to catch back up to them instantly than before, often requiring multiple ults to do so. This is especially true since they can flash and or dash away, while before they would have been silenced. Many of your ults also aren't hitting anyone, whereas before it was pretty easy to hit your opponent with the ult, and requires more casts to do the same thing- which means much more mana. While your W will return a larger amount of mana, it is a melee ability- and therefore harder to hit people with than his Q/E.

In conclusion, Kassadin has more theoretical damage than before, but has a harder time applying it, a harder time getting to and sticking to enemies without taking damage, and requires more mana to function optimally. You never really saw old kassadin 100-0 people unless he was absurdly fed- what he did instead was 70%-0 them (getting some incidental E damage onto others), then peace and do it again as someone else is low enough. Now you can absolutely 100-0 people... if you can hit them with your W.

Weathered12/18/2015, 2:32:43 PM1 votes

Well he is still used in high level play and in All Stars, so I always assumed that he was still viable.

Earl Eulrich12/18/2015, 3:08:41 PM1 votes

mostly RoA is broken atm...if you meet someone that actually knows how to play vs kassa he still is on the weak side.

MunchCrunchLunch12/19/2015, 3:19:37 AM1 votes

he is still strong. ROA, Serphs embrace. and the rest is the usual AP items. one of the best mid laners in the game. the only problem is that you will usually die first in team fights. but do hella damage with all your AOE