A better Kassadin kit.

LVNsNASmurf·2/26/2014, 10:30:21 PM·1 votes·894 views

You spend 4 months working on awesome kit redesigns and a stupid, and close-minded nerf bat hit is all you can come up with?

How about you put a bit of design work in. Lets talk about Kassadin. My first champion. My first skin. My main through season 3 and every time I can get my hands on him S4.

He is mobile. He is a void-man with a hole in reality for a sword. His blasts of void energy disable opponents. His low risk kite playstyle brings mobility and disables but no damage. To deal damage Kassadin has to close with his opponent. With that in mind, here are some better changes.


Kassadin: The Void Walker.

Passive - Void Stone: Extra attack speed really isn't helpful, esp if your attacks simply aren't that meaningful. The 15% damage reduction on magic is still applied, instead of granting AS, the next auto attack in 10 seconds will deal bonus magic damage equal to the damage blocked. This doubles when used against enemy champions.

Kassadin doesn't have nearly the steroid needed to make multiplicative scaling like AS impactful. However, with high mobility he can easily close for one or two auto attacks, making this version of the passive much stronger.

Q - Null Sphere: It's the damage and disable applied at range thats the problem. By separating the power of this skill into an initial damage and a mark consumed at closer range, we can keep power when engaging in appropriate risk.

Kassadin fires a void sphere dealing 50/70/90/110/130 + 0.35 AP magic damage. This silences enemies for 0.5/0.625/0.75/0.875/1 seconds. The enemy is also marked with the void sphere. Damaging a marked enemy with Auto attacks or Riftwalks colapses the sphere, dealing an additional 50/70/90/110/130 + 0.35 AP magic damage. This silences the enemy for 0.5/0.75/1.0/1.25/1.5 seconds.

The damage and disable is preserved, but half of it is locked away in melee range. This prevents Kassadin from relying on base damages and disables while kiting around.

W - Nether Blade: This skill is a problem in that 5 seconds of auto attack enhance does not contribute meaningful damage in a fight. Kassadin is not Kayle, a champion who has easy access to sustained auto attacking. This skill should be changed into a low level passive damage enhancement to aid Kassadins weak farming, and an active which gives a large damage boost in melee range.

Passive: Kassadins basic attacks deal 15/20/25/30/35 + 0.1AP bonus magic damage. Active: Kassadins next basic attack deals 60/90/120/150/180 + 0.70 AP bonus magic damage. If used against an enemy champion, it restores mana equal to the damage dealt and reduces their magic resist by 10/12.5/15/17.5/20% for 6-7 seconds.

This skill now bring a large burst of damage in melee range. Additionally, it only requires on auto attack to get maximum burst. Finally, if used on an enemy champion, it gives the mana restore as a reward for closing and amplifies further aggression.

E - Force Pulse: This skill has very similar problems to Kassadin's Q in that the full damage and disable can applied from range in a kiting scenario. However, trying to balance this with Kassadins only reliable wave clear skill makes it a tricky proposition.

Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80/130/180/230/280 + 0.8 AP magic damage to enemies within 125 range decreasing to 40/65/90/115/140 + 0.4AP magic damage at max range. This pulse slows enemies by 30/35/40/45/50% for 3 seconds at point blank range decreasing to 10% at max range.

By decreasing the damage and disable with range, this spell becomes much less of a terror unless Kassadin is actually on top of you, where it is a powerful tool for burst and disable. It retains AoE damage and disable, but at reduced levels.

R - Riftwalk: As live. Since we have removed the damage and disable Kassadin does at range, we can retain his mobility, as unless used for committing to melee range, Kassadin lacks damage, disables and mana.

There you go riot, Kassadin's main problems have been addressed, while a healthy playstyle and power level have been retained.

2 Comments

jwf9992/26/2014, 10:39:07 PM1 votes

For e define "point blank" and "max" range and with this dmg increase kass has little to no waveclear.I like the mana giving if you hit someone with your w but i think reducing their magic resist is to much for 1 ability. With your q your basically making kass another lb. At early levels it will be hard for him to burst that q. Kass is basically supposed to lose lane. Make 2 picks and get back in the game