| Kassadin | |
|---|---|
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| General Information | |
| Title | The Void Walker |
| Real Name | Kassaiadyn |
| Pronouns | He/Him |
| Release Date | August 7, 2009 |
| Cost | 3150 |
| Primary | Assassin |
| Secondary | Mage |
| Statistics | |
HP | 646 (+ 119) |
HPR | 6 (+ 0.5) |
MP | 400 (+ 87) |
MPR | 6 (+ 0.8) |
MS | 335 |
AD | 59 (+ 3.9) |
AS | 0.64 (+ 3.7%) |
RNG | 150 |
AR | 19 (+ 4) |
MR | 30 (+ 1.3) |
| Developer Info | |
| DDragon Key | Kassadin |
| Integer Key | 38 |
| External Links | |
| Universe | universe.leagueoflegends.com |
| Game Info Wiki | wiki.leagueoflegends.com |
Kassadin is a champion in League of Legends.
Lore
- For outdated and now non-canon lore entries, click here.
- Biography
- Story
| Cutting a burning swath through the darkest places of the world, Kassadin knows his days are numbered. A widely traveled Shuriman guide and adventurer, he had chosen to raise a family among the peaceful southern tribes—until the day his village was consumed by the Void. He vowed vengeance, combining a number of arcane artifacts and forbidden technologies for the struggle ahead. Finally, Kassadin set out for the wastelands of Icathia, ready to face any monstrous Void-construct in his search for their self-proclaimed prophet, Malzahar.
Kassadin started life as a lowly offcast, walking the harsh sands of the Great Sai alongside merchant caravans to draw predators away from their more valuable goods. He survived many of these treks across the desert, and began to serve less as bait, and more as a guide. The foreign tongues that sought his talents, “Kas sai a dyn?” or “whom does the desert know?” often slurred their Shuriman, and so he became fondly known as Kassadin in the back alleys and markets of Bel’zhun. He spent many years exploring the ancient ruins of his homeland, making his employers exceedingly wealthy, but it wasn’t until a dig near Zirima that he found a treasure of his own—he fell in love with a woman from one of the desert tribes. With his wife and newborn daughter, Kassadin settled in a small village in the rocky canyons to the south. He was on the road often, his work sometimes requiring him to accompany particularly valuable relics to some faraway sponsor. But, no matter where his travels took him, Kassadin would always return with exciting tales from the world beyond. Journeying home from distant Piltover, Kassadin and his fellow caravaneers were watering their beasts at an oasis when they encountered the first terrified survivors stumbling out of the desert. They spoke of the disaster that had claimed their homes, as if the maw of the underworld itself had opened up to devour them. They had barely escaped with their lives. Fearing for his own family’s safety, Kassadin left the others behind, riding hard, driving his mount almost to exhaustion. When he finally reached the place where his village had once stood, he found only shifting sand and rubble. He clawed at the debris until his hands bled, screaming out his wife and daughter’s names, though no answer came. Days later, Kassadin’s companions caught up to him, now just a broken and empty man weeping beneath the scorching sun. They dragged him back to Zirima, but Kassadin would go no further. For years, he tried to drown his grief, reduced to little more than a vagrant… until word reached town of “the Prophet.” Whispers of unspeakable horrors that dwelt beneath the earth, and of sacrifices made in their name, chilled Kassadin to the bone. He knew well the legends of old Icathia, and the fate that befell that accursed place—if the Void had been deliberately drawn toward Shurima once more, then it had likely been the death of his entire village, and countless more besides. He also knew there were few, if any, who could stand against it. In that moment, Kassadin swore that he would avenge his wife and daughter, by destroying this insidious Prophet, and the source of his abyssal power. He was a man who had made his living by finding safe paths through the most dangerous places, and resolved to arm himself with the most arcane and esoteric weapons ever known in Valoran, fused with Zaunite ingenuity, and blessed by Ionian spirit-healers. He called in every favor he could, from scholars of antiquities to common smugglers, for their help in… acquiring what he sought. Many called him a madman, believing this the last time they would ever see their old friend alive—Kassadin merely thanked them for their concern, and bid them farewell. He would face the Void alone. Last of all, he stole the infamous Nether Blade of Horok, the sword that had slain a thousand deceivers in the latter days of the empire. He could feel the cold pull of oblivion in its edge, but no longer had any regard for his own mortality, and nothing of his old life left to lose. Disguised in the robes of a pilgrim, more than a decade since he had last set foot anywhere near that desolate land, Kassadin made his way into Icathia. He would go where no man was ever meant to walk. He would have his vengeance, even if it killed him. | |
| "There are few indeed who may tread the paths between worlds." |
Abilities
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Patch History
Movement speed decreased. R mana penalty duration now displays on icon.
Kassadin is doing a little too well in mid-tier levels of play. We're nerfing his roaming and escape potential to target the players that go unpunished in lane and have the ability to be all over the place.
Base Stats
R - Riftwalk
Patch 9.16
W basic attack damage modifier increased.
Strengthening the aspects of Kassadin that can keep some of the shorter ranged mid laners in check, especially if they're champions he should naturally be good against anyways (AP assassins).
W - Nether Blade
| EMPOWERED BASIC ATTACK DAMAGE : | [40/65/90/115/140] | |
| ⇒ | 70/95/120/145/170 |
Patch 9.2
Armor decreased.
We're playing into Kassadin's anti-magic theme by opening up a weakness to physical-damage lane bullies.
Base Stats
v8.17
R cooldown decreased at early ranks.
Touching Kassadin's late game is always risky, but he has room for some more early-mid game strength.
R - Riftwalk
| COOLDOWN : | [6/4/2] | |
| ⇒ | 5/3.5/2 | seconds |
v8.13
W now costs mana and can stack Tear. W, E, and R damage ratios increased.
W - Nether Blade
E - Force Pulse
R - Riftwalk
v8.9
Q magic damage shield strength increased.
Kassadin currently needs a bit more help to get through his laning phase.
Q - Null Sphere
| SHIELD : | [40/70/100/130/160] | |
| ⇒ | 60/85/110/135/160 |
v7.10
E hitbox modernization.
It’s time, Kassadin.
E - Force Pulse
Maokai
Q mana and cooldown down. Q knockback distance slightly increased. E damage reduced.
While Maokai’s update gave him the desired incentives to play around brush, empowered saplings are dealing too much damage in the early game (especially if maxed first). This is particularly prevalent at game-start: a single empowered sapling massively interferes with the enemy jungler’s initial clear. We’re reining in sapling damage so E spam doesn’t remain the strongest thing Maokai can do.
With saplings powered down in the early game, we wanted to be sure Maokai still has the strength he needs to make it through the jungle and top lane. We’re upping the impact of his melee-range tools to give him the means to hold his own mid-combat.
Passive - Sap Magic
Q - Bramble Smash
E - Sapling Toss
R - Nature's Grasp
v7.7
W attack fixed to no longer cancel against targets that leave its range. E cooldown reduced. R ratio increased.
Oh boy, Kassadin time. The Void Walker has always promised bonkers mobility and eye-watering damage as the game progresses, but that late-game payoff is currently feeling a bit lackluster. Buffing Kassadin has historically been a risky affair, though, so we’re being pretty cautious in our approach. Force Pulse’s lower cooldown only helps when Kassadin can quickly re-stack it (which is relatively hard during lane phase), and Riftwalk’s buff is tied to its baseline effectiveness, rather than its per-cast scaling.
W - Nether Blade
E - Force Pulse
R - Riftwalk
v6.15
Q damage up, E cost down.
Picking Kassadin requires massive team support to get rolling, but rewards you with high damage and unparalleled mobility for your trouble. At present, however, Kassadin finds himself unable to even show up to lane versus some of the mages he should be favored against. Kassadin’s scaling potential will still be locked behind an uncertain early game, but tossing his lane some love should see more teams reap a return-on-investment for supporting their local Void Walker.
Q - Null Sphere
W - Nether Blade
E - Force Pulse
In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.
Mana
- The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):
v5.21
W's on a shorter cooldown and has a higher ratio.
For being a late-game monster, Kassadin pays perhaps the highest price in terms of his weaknesses, often losing games outright before completing the items he needs to get rolling. We don't want to go overboard, but... here we go. Kassadin buffs.
W - Nether Blade
v5.16
Riftwalk now has an AP ratio. This ratio scales as you stack Riftwalk.
Kassadin hasn’t been terrorizing games much since he took up Rift-stepping, so we figured it was time to show him some love in the form of supporting his new hobby. While still potent as blinking damage-dealer, Kassadin often falls short due to the somewhat lacking rewards for closing into melee range. We’re liking how a shorter-Ritfwalk’s plays out while skirmishing, so we’re boosting his effectiveness for getting up close and personal.
R - Riftwalk
v5.7
R's stack lockout decreased.
- "With Kassadin's functionality as a constantly blinking must-answer threat late game still intact, we're looking to facilitate earlier aggressive roams by pulling the lever back a little on Riftwalk's lockout mechanic. "
v5.5
R cooldown and mana costs are down, range up slightly.
- "Unlike Riftwalk, we went a little too far last patch. The focus of the changes were to lower the amount of instant mobility Kassadin had access to without changing his long-term movement too dramatically - this patch, we're tuning up his ultimate to put a little spring back into his Riftstep."
- General
- VISUALS : Updated model, textures, animations and slight VFX changes for base and all skins
- ICONS : New ability icons
v5.4 We're not calling it Riftstep. Rifthop. It's important to note that the mana costs on Riftwalk scale exponentially so while that initial lowered mana cost looks small, it gets real big real fast. Riftskip.
- Kassadin is a champion whose fantasy and identity are both defined by a single ability - Riftwalk. While this does makes him super effective as an assassin (as you might expect, ignoring walls and terrain makes it hard to hide your carries from him), it's tough to both respect what makes him unique while also respecting the need for opponents to... fight back. With this change, we're still trying to preserve the dream (one might say a very difficult dream) of letting Kassadin keep his trademark mobility but, unless he finds a specific flank or angle, he also needs to pay respect to the enemy's tank line before rendering his squishy targets Null and Void.
v5.3 -10 damage on Q.
- "Let's talk about Kassadin. Near unparalleled mobility coupled with high damage and precise target selection has historically made Kass among the League's most resilient champions. Right now, our best method of 'gating' this guy (that is, trying to keep him from facerolling over the game) is by intentionally keeping his lane weak in the hopes of staving off what can feel like an inevitable riftwalking nightmare. While we want to preserve Kassadin's mobility-driven identity, he doesn't really have windows of vulnerability necessary for opponents to smack him in the face, meaning most fights are his to lose rather than any outplays his opponents can make.
- With all of that said, this is not the change to do that. Sorry. We'll be kicking of some deeper investigations in the future (who'd have thought an ultra-mobile assassin would have game health difficulties), but for now we're just looking to tune him down. Very precisely. "
v4.14
Riftwalk now has a longer period of time before it resets its damage / mana cost stacks.
- "Although we want Kassadin's iconic strength be his super mobility, we also want him to be thinking hard about when and how often he jumps around."
v4.12
W's cooldown has gone up, Force Pulse slows for a lot but for a shorter period of time.
"This guy. Again.
Currently, our focus is on Kass's super snowballing potential where, when he's ahead, he can help both himself and his team succeed by constantly slowing and punching people in the face. We still don't want to go after Kass's iconic Riftwalk (as that's clearly his core strength), but these changes mean Kass will have less offensive windows to go in."
v4.7
"Up front: We overshot the Kassadin buffs last patch. Specifically, making Kassadin's magic shield stronger ended up making him a little too stifling against a majority of mid lane champions which, in turn, amps up his already strong snowballing power. On that note, while the concept of a magic shield has a strong connection to Kassadin's thematic and strategic niche, we're still examining a way to balance between thematic cohesion and raw champion strength."
Q - Null Sphere
- MAGIC SHIELD:
40/80/120/160/200 (+0.8 ability power)⇒ 40/70/100/130/160 (+0.3 ability power)
- MAGIC SHIELD:
v4.6
"We're happy with Kassadin's direction as a high-mobility mana-fueled void mage, but he's a little under-equipped for the job. Old Kassadin could survive by blowing up targets (dead targets don't deal damage), but since the rework put more emphasis on his mobility and close combat, he's had some problems sticking around the fight. These changes are to give Kass more opportunities and rewards when he Riftwalks into the fray."
- General
- MOVEMENT SPEED:
340⇒ 350 - MANA PER LEVEL:
45⇒ 70
- MOVEMENT SPEED:
Q - Null Sphere
- MAGIC SHIELD:
40/70/100/130/160 (+0.3 ability power)⇒ 40/80/120/160/200 (+0.8 ability power) - BUGFIX: Now correctly interrupts Anivia's Glacial Storm, Twisted Fate's Gate and Urgot's Hyper-Kinetic Position Reverser
- MAGIC SHIELD:
W - Nether Blade
- ACTIVE DAMAGE:
40/65/90/115/140 (+0.6 ability power)⇒ 40/75/110/145/180 (+0.7 ability power)
- ACTIVE DAMAGE:
v4.4
Old Kassadin's combination of high mobility, strong disables and high burst damage left his victims with very few to no options against him (other than banning him in every single ranked game), especially when he snowballed ahead. Our focus here is to introduce more counterplay to Kassadin's kit, something we couldn't do with number tweaks alone. For example, lowering Kass's damage doesn't make for an interesting gameplay interaction (it just means you can turn around and smash him in the face if you survive the burst), while increasing his cooldowns means he just needs to wait longer before blowing somebody up.
In the end, we opted for a full-on kit rework to reinforce his core theme as an anti-magic assassin with unrivaled mobility. These changes mean Kassadin must rely on his mobility to pick fights while finding opportunities to dive in and out of combat to take out targets. It's worth stressing: these changes are to make Kassadin less of a "blow someone up when you can" champion and more of a mobile attacker who wants to get in to fight while using Riftwalk to stay safe. Obviously, this is a significant change, so we'll be watching his performance very closely.
We've increased Kassadin's attack range and changed his passive so it no longer grants attack speed but avoids unit collision. We reduced Null Sphere's damage and pulled off the silence, although it will still interrupt channeled abilities. Instead, Null Sphere now grants Kassadin a shield on use. Nether Blade now passively deals bonus magic damage per autoattack and, when activated, deals higher bonus magic damage as well as restoring some of Kassadin's missing mana. No big changes to Force Pulse though we did reduce its damage a bit. Riftwalk, on the other hand, has a lot of changes. We've reduced its cooldown and it now scales with max mana instead of AP. Each stack now doubles the mana cost of the next Riftwalk but we reduced the mana cost and the number of max stacks to compensate. It also no longer refunds mana on hitting enemy champs.
- General
- VISUALS: Kassadin's particles have been updated!
- ATTACK RANGE:
125⇒ 150
Passive - Void Stone
- NEW UTILITY: Kassadin now additionally ignores unit collision
- ATTACK SPEED BONUS:
Bonus attack speed per magic damage reduced⇒ No longer grants attack speed
Q - Null Sphere
- NEW UTILITY: Now additionally grants Kassadin a shield for 1.5 seconds that absorbs 40/70/100/130/160 (+0.3 Ability Power) magic damage
- NEW UTILITY: Silences the target ⇒ No longer silences, instead it interrupts channel spells
- DAMAGE:
80/110/140/170/200 (+0.7 ability power)⇒ 80/105/130/155/180 (+0.7 ability power)
NEW W - Nether Blade
- PASSIVE: Kassadin's basic attacks draw energy from the void, dealing 20 (+0.1 ability power) bonus magic damage.
- ACTIVE: Kassadin charges his Nether Blade, causing his next basic attack to deal 40/65/90/115/140 (+0.6 ability power) bonus magic damage and restore 4/5/6/7/8% of his missing mana (increases to 20/25/30/35/40% against champions).
- COOLDOWN: 6 seconds
- MANA COST: No cost
- UTILITY: Resets Kassadin's basic attack timer on activation
E - Force Pulse
- DAMAGE:
80/120/160/200/240 (+0.7 ability power)⇒ 80/105/130/155/180 (+0.7 ability power)
- DAMAGE:
R - Riftwalk
- NEW DAMAGE:
80/100/120 (+0.8 ability power)⇒ 80/100/120 (+2% maximum mana) - NEW STACKING DAMAGE:
50/55/60 (+0.1 ability power) per stack⇒ 40/50/60 (+1% maximum mana) per stack - NEW RIFTWALK STACKS:
Costs +100 mana per stack⇒ Now doubles its mana cost per stack - NEW UTILITY:
Refunds mana on hitting enemy champions⇒ No longer refunds mana on hitting enemy champions - COOLDOWN:
7/6/5 seconds⇒ 7/5/3 seconds - MANA COST:
100⇒ 75 - MAXIMUM STACKS:
10⇒ 4 - STACK DURATION:
8 seconds⇒ 12 seconds
- NEW DAMAGE:
v4.3
We reduced Null Sphere’s damage and silence duration and lowered the damage of Force Pulse.
“We’re currently working on more aggressive changes for Kassadin in the future. In the meantime, these are short term tweaks to knock his power levels down a peg while we continue testing. Maybe, someone, somewhere, will get to play him in a ranked game.”
Q - Null Sphere
- DAMAGE:
80/115/150/185/220⇒ 80/110/140/170/200 - SILENCE:
1.5/1.75/2/2.25/2.5 seconds⇒ 1/1.25/1.5/1.75/2 seconds
- DAMAGE:
v3.13
Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.
Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.
- General
- Magic Resist per level reduced to 0 (from 1.25)
- Null Sphere
- Base damage reduced to 80/115/150/185/220 (from 80/130/180/230/280)
- Silence duration changed to 1.5/1.75/2.0/2.25/2.5 seconds (from 1/1.4/1.8/2.2/2.6)
- Mana Cost reduced to 70/75/80/85/90 (from 70/80/90/100/110)
- Rift Walk
- Base damage increased to 80/100/120 (from 60/70/80)
- Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
- Added 0.1 Ability Power ratio per stack
- Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion
v3.03
We've made Nether Blade consistent against all structures. As an already effective mobile assassin,
Kassadin does not need unnecessary pushing power.
- Nether Blade
- Fixed a bug where
Kassadin's basic attacks with Nether Blade active triggered Muramana's active damage more than once - Nether Blade's active no longer deals damage to inhibitors or the nexus
- Fixed a bug where
- Force Pulse
- Fixed an issue where Force Pulse would sometimes fire backward after using Rift Walk.
- Base Movement Speed increased by 25.
- Nether Blade
- Ability power ratio increased to 0.3 from 0.15
- Bonus damage no longer hits inhibitors or the Nexus
- Updated art assets
- Riftwalk
- Damage reduced to 60 / 70 / 80 from 60 / 90 / 120
- Ability power ratio increased to 0.8 from 0.5
- Riftwalk cooldown increased to 7 / 6 / 5 from 6 / 5 / 4
- Fixed a bug which caused Force Pulse to cast backwards after performing Rift Walk
- Null Sphere cast range reduced to 650 from 700
- Force Pulse damage increased at earlier ranks to 80 / 130 / 180 / 230 / 280 from 60 / 115 / 170 / 225 / 280
- Void Stone magic damage reduction increased to 15% from 10%
- Null Sphere missile speed increased to 1,400 form 1,150
- Nether Blade base damage increased to 30 / 45 / 60 / 75 / 90 from 20 / 30 / 40 / 50 / 60
- Nether Blade
- Passive mana restore increased at earlier ranks to 8 / 11 / 14 / 17 / 20 from 4 / 8 / 12 / 16 / 20
- Active changed to 20 / 30 / 40 / 50 / 60 (+0.15 ability power) bonus magic damage dealt on hit instead of 7 / 15 / 25 / 38 / 50 armor penetration
- Added a gray version of the charging/cooldown icon for Force Pulse
- Fixed a bug where the visual for Force Pulse occasionally wouldn't align with the direction cast
- Force Pulse
- Damage reduced to 60 / 115 / 170 / 225 / 280 from 60 / 120 / 180 / 240 / 300
- Cooldown increased to 6 seconds from 5
- Ability power ratio reduced to 0.7 from 0.8
- Riftwalk ability power ratio increased to 0.5 form 0.4
- Void Stone damage reduction reduced to 10% from 15%
- Nether Blade cooldown reduced to 12 seconds from 15
- Netherblade mana cost reduced to 25 at all levels from 30 / 40 / 50 / 60 / 70
- Riftwalk
- No longer shows cast particles over fog of war
- Now leaves a buff showing the duration of the increased cost and damage of subsequent casts
- Nether Blade's level up tooltip now correctly states the increased mana cost
- Riftwalk can no longer be cast while rooted
- Attack range increased to 125 from 120
- Magic resistance gained per level increased to 1.25 from 0
- Netherblade has been redesigned
- Passive - The mana drain component removed and replaced with a flat 4 / 8 / 12 / 16 / 20 mana restore on hit. This effect returns triple the mana against champions
- Active - Kassadin gains 7 / 15 / 25 / 38 / 50 armor penetration for 5 seconds. 15 second cooldown. 30 / 40 / 50 / 60 / 70 mana cost. Activating this ability counts as a spell cast for the purposes of Force Pulse
- Null Sphere projectile speed incresaed to 1,150 from 900
- Void Stone (Passive)
- The attack speed effect has been changed so that it stacks and renews instead of replaces on spell impact. This change will result in Kassadin gaining significantly more attack speed, and keeping it for a longer duration on average.
- Duration lowered to 4 seconds from 5 seconds
- Void Stone now applies an additive attack speed boost, rather than multiplicative
- Force Pulse ability power ratio reduced to 0.8 from 1.0
- Riftwalk mana cost reduced from 110 to 100
- Force Pulse charge number requirement increased from 4 to 6
- Null Sphere ability power ratio reduced from 0.8 to 0.7
- Armor per level reduced from 3.5 to 3.2
- Force Pulse now gains charges whenever any nearby champion casts a spell
- Sounds
- Reduced volume of Null Sphere and added volume/pitch randomization
- Decreased the volume and radius of Force Pull Can Cast sound
- Increased the volume and added volume/pitch randomization to Riftwalk
- Riftwalk
- Increased the mana cost form 75 to 110
- Increased the cooldown from 6 / 4.5 / 3 to 6 / 5 / 4
- Increased the doubling time from 7 to 8
v0.9.22.7
Kassadin released
Articles
- 2014
- 2013
- March 28th, The New Kassadin from LoL Esports
- November 13th, Play like a Pro: xPeke's Kassadin from LoL Esports
Additional Content
Champion Information
- Kassadin's Champion Page
- Universe of League of Legends Page
- Champion Update: Kassadin
- Champion Update Preview: Kassadin, Ryze & more!
Related Lore
Journal of Justice
- UnaVoidable Musings (Believe Me, I’ve Tried)
- Kassadin Attacks Malzahar in Attempt to Prevent Sacrifice
- Kassadin and Malzahar Found Fighting Again
- The Mailbag of Justice






