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General Information
TitleThe Void Walker
Real NameKassaiadyn
Release DateAugust 7, 2009
Cost3150 BE 790 RP

646 (+ 119)

6 (+ 0.5)

400 (+ 87)

6 (+ 0.8)


59 (+ 3.9)

0.64 (+ 3.7%)


19 (+ 4)

30 (+ 1.3)
Developer Info
DDragon KeyKassadin
Integer Key38
External Links
Game Info Wikileagueoflegends.fandom.com

Kassadin is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.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."

- KassadinSquare.pngKassadin


Shurima is dying. I do not think she will rise again.

The emptiness that writhes in the very bones of my homeland is a malignant, unspeakable thing. It spreads. It devours. Its merest touch is death. A thousand deaths—a thousand, times a thousand, times a thousand. Perhaps once there were some who could stand against it and hope to prevail, but no longer.

I walk here, alone, in the darkest places beneath the world, and I see it with my own eyes, through the finely crafted lenses of my helm. What is seen cannot be unseen, and what is known cannot be forgotten. Not here. I am weary, so very weary.

Still, I walk.

I can no longer feel the ground beneath me, nor the bare rock of the cavern walls, but so, too, am I spared the worst of the numbing winds that rise from the depths. I give thanks for that, for truly this is a chill beyond the desert’s night. I have sat upon the endless plain of the Sai Faraj beneath the first moon of winter, and yet never known anything like this. It is the deep cold of the Void, which the ancients—in their ignorance—might have named as their underworld, and the source of all evil in the mortal realm.

The truth is worse, I think. The air itself feels wrong, and unnatural, throbbing with a fierce, purple un-light that pains the mind.

And from the shadows that even my eyes cannot pierce, you come.

Three. Four. Maybe five. It is difficult to say. A hundred and more of your kind have I faced, and slain. Your howls echo in the gloom, but I do not fear you, for you have already taken everything I ever had.

My wife; my beloved. My daughter; our binsikhi, our little explorer. I call out their names, as I always do, to remind myself why it is that I fight. Then I raise my gauntlet.

For all your teeth and your claws and your ravenous rage, you cannot defeat me. Either I will strike you down, back to the pit… or you will send me into the hereafter, and I will finally be at peace. I will be with them once more.

Either way, I will win. No, you cannot defeat me, you who are shayatin, the beasts of the last infinity…

In my other hand, I clutch the stone tightly. Its foreign magic has kept me alive this long—long enough to delve far, far beneath the wastelands of old Icathia. It holds your corruption at bay, though at what cost to my flesh and my spirit, I cannot guess, for this smallest of trinkets now thrums in time with my own heart. That fearful rhythm is not the pulse of life, or magic, or any other wholesome thing, but of oblivion itself. Of that much, I am certain.

Back, beast. Stay back.

The Nether Blade snaps out from my gauntleted wrist, into the air between us.

Yes. Yes, you know this weapon, don’t you. You all remember it.

Where only moments ago you hungered for my flesh, now you are wary. Now you hesitate. You circle. Those of you that have eyes cannot take them from the blade’s shimmering edge. Even you must know, I think, that this thing was not made for mortal hands, or mortal souls. It was made by clever magic, by men who were no longer men, and who now are nothing at all. Would you remember them too, I wonder?

You screech and hiss, and stamp at the uneven ground. It would be easy to imagine that you hate all living things—but you do not hate us, I think. Not truly. You do not know what hate is.

Hate is the fire that burned in the immortal hearts of the god-warriors when they saw your kind spilling out into the world. Hate was what drove them against you, again and again, though they knew it would almost certainly be their doom…

Yes, this weapon remembers you. It remembers how to end you.

Horok, it was, that struck the first telling blow against your masters. Great and mighty Horok of the Ascended Host, whose name shall live forever. He is the Finder of Hidden Ways, and the One Who Follows After. It was Horok who first dared to face you down here, in the darkness, away from the light of the sun that had given him his strength. It was Horok who first bore the Nether Blade unto the Void’s vile heart.

And it was Horok who showed his brothers and sisters how to defeat the abyss.

I am no Ascended hero of Shurima, no god-warrior to be remembered in the grand halls of that ruined empire. I am but a man. I am a grieving father, and a child of the sai in my own time. From the dust I came, and to the dust I shall return soon enough.

But not yet. For now, I walk as Horok once walked, and I do this with his blade held out before—

The closest of you lunges. Horned shell and razor-sharp talons graze my side as I twist away, breath rasping through the pipes in my mask. For a moment I am blind, trapped inside this meager armored suit of my own devising.

Then I bring the Nether Blade up sharply, cleaving through what on any other creature could be called a neck.

The sinuous body crashes down, and I feel the weapon’s aching hunger in my sword arm, in the sourness at the back of my tongue, like the aftertaste of a scream. Who will be next? Which of you will try?

The desert knows Horok. His name shall live forever. Even when he was betrayed by the tyrant Ne’Zuk, to his death, none would claim the bladed gauntlet from Horok’s wrist. As far as the god-warriors had fallen, even they could not deny that these lands might be threatened by the Voidborn once again, in some unseen future, and this great weapon should be ready.

This is my land. Such horrors walk here now, openly, and I cannot allow it. I will plunge this blade into the creeping nothingness beneath Shurima, as I have a dozen times before.

Was it destiny? No. Nothing so noble as destiny. It was fated, I think, that I knew where this thing might be found. I led the echnebi treasure-seekers to Horok’s mausoleum on the banks of the Kahleek many years ago—back then I sought nothing more than their Piltovan gold, so that I might provide for my family. I gladly helped break open the tomb that had remained sealed for thousands of years. The Nether Blade was not the prize the echnebi sought, but they deemed it valuable all the same.

Some in the tribes called me mercenary. Some called me a traitor. All I know is, in the strange days since then, Horok’s mausoleum has been utterly consumed by the enemy. Were it not for those treasure-seekers and the bounty they paid me, this weapon would now be lost. Like my people. My family.

Unlike them, when the time came, the blade was something I could find again.

Kas sai a dyn. Whom does the desert know?

The desert does not know you, beast. You are not welcome here. You are lost in this ancient land of gods and men.

But the desert knows my name, for that is my name.

Not once have I lost my way. I know exactly where I am, and how many more paces it would be to the doom of all things. I will atone for what I have done, and that which I have not.

And I will defy you until the end.


Void Stone.png Void Stone [Passive]

Innate: Kassadin takes 10% reduced magic damage and ignores unit collision.
Null Sphere.png Null Sphere [Q]
Cost: 70 / 75 / 80 / 85 / 90 Mana Cooldown: 11 / 10.5 / 10 / 9.5 / 9s Range: 650

Active: Kassadin fires an orb of void energy that deals magic damage and interrupts channels.

The excess energy forms around himself, granting a shield that absorbs magic damage for 1.5 seconds.

Magic Damage: 60 / 85 / 110 / 135 / 160 (+70%)
Shield Strength: 60 / 90 / 120 / 150 / 180 (+40%)
Nether Blade.png Nether Blade [W]
Cost: 1 Mana Cooldown: 7s Range: 200

Passive: Kassadin's melee attacks deal 20 (+10%) bonus magic damage.
Active: Kassadin charges his Nether Blade, causing his next basic attack to deal bonus magic damage and restore his missing Mana (quintupled against champions).
Mana Restored: (+4 / 4.5 / 5 / 5.5 / 6% missing)
Magic Damage: 50 / 75 / 100 / 125 / 150 (+80%)
Force Pulse.png Force Pulse [E]
Cost: 60 / 65 / 70 / 75 / 80 Mana + 6 Charges Cooldown: 5s Range: 400

Active: 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 magic damage and slow enemies for 1 second in a cone in front of him.

Magic Damage: 80 / 105 / 130 / 155 / 180 (+85%)
Slow: 50 / 60 / 70 / 80 / 90%
Riftwalk.png Riftwalk [R]
Cost: 40 Mana Cooldown: 5 / 3.5 / 2s Range: 500 Area of Effect: 150

Active: Kassadin teleports to a nearby location dealing magic damage to surrounding enemy units.

Each subsequent Riftwalk within the next 15 seconds doubles the Mana cost and deals additional magic damage per stack, stacking up to 4 times.

Magic Damage: 80 / 100 / 120 (+20% max) (+40%)
Damage Per Stack: 40 / 50 / 60 (+10% max) (+10%)

Patch History[]

Patch 10.1

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

MOVEMENT SPEED : [340] 335

Riftwalk.png R - Riftwalk

DEBUFF DISPLAY : Kassadin's mana debuff duration now displays on R's border

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).

Nether Blade.png W - Nether Blade


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

BASE ARMOR : [23.376] 19
ARMOR GROWTH : [3.2] 2.8

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.

Riftwalk.png R - Riftwalk

COOLDOWN : [6/4/2]
5/3.5/2 seconds

W now costs mana and can stack Tear. W, E, and R damage ratios increased.

Nether Blade.png W - Nether Blade

COST : [0] 1 mana
DAMAGE RATIO : [0.7] 0.8 ability power

Force Pulse.png E - Force Pulse

DAMAGE RATIO : [0.7] 0.8 ability power

Riftwalk.png R - Riftwalk

DAMAGE RATIO : [0.3] 0.4 ability power

Q magic damage shield strength increased.

Kassadin currently needs a bit more help to get through his laning phase.

Null Sphere.png Q - Null Sphere

SHIELD : [40/70/100/130/160]


HEALTH : [564.04] 576

E hitbox modernization.

It’s time, Kassadin.

Force Pulse.png E - Force Pulse

MODERNIZATION : Force Pulse now determines what it hits at the end of its cast time, rather than the start
RANGE : [585] 600

MaokaiSquare.png   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.

Sap Magic.png Passive - Sap Magic

CAN’T SAP STONE No longer procs against structures
CAST TIME : [0.275 seconds] 0.25 seconds (still scales down with Maokai’s attack speed)

Bramble Smash.png Q - Bramble Smash

COST : [45/50/55/60/65 mana] 50 mana at all ranks
COOLDOWN : [8/7.5/7/6.5/6 seconds] 8/7.25/6.5/5.75/5 seconds
KNOCKBACK DISTANCE : Slightly increased (maximum [~275] ~300)

Sapling Toss.png E - Sapling Toss

COST : [60 mana at all ranks] 60/65/70/75/80 mana
BASE DAMAGE : [45/70/95/120/145] 25/50/75/100/125
ENEMY HEALTH RATIO : [6/6.5/7/7.5/8%] [8%] (+2% per 100 ability power) target’s max health

Nature's Grasp.png R - Nature's Grasp

BUGFIX : Fixed a bug that caused Nature’s Grasp to fire without going on cooldown if Maokai died while casting it

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.

Nether Blade.png W - Nether Blade

BUFF-FIX : Nether Blade's empowered attack is no longer canceled if its target leaves range during its windup

Force Pulse.png E - Force Pulse

COOLDOWN : [6] 5 seconds

Riftwalk.png R - Riftwalk

RATIO : [0.2] 0.3 ability power

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.

Null Sphere.png Q - Null Sphere

DAMAGE : [70/95/120/145/170] 65/95/125/155/185

Nether Blade.png W - Nether Blade

BUGFIX : Fixed a bug where Nether Blade's passive magic damage wasn't applying to turrets after activation

Force Pulse.png E - Force Pulse

COST : [80 mana at all ranks] 60/65/70/75/80 mana


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.


The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):

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.

Nether Blade.png W - Nether Blade

COOLDOWN : [9 seconds] 7 seconds
RATIO : [0.6 ability power] 0.7 ability power

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.

Riftwalk.png R - Riftwalk

RATIO Now additionally scales with 0.2 ability power
STACK IT UP Extra stacks of Riftwalk add 0.1 ability power per stack

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. "
  • Riftwalk.png R - Riftwalk
    • EMPOWERED STACK DURATION : 20 seconds 15 seconds

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
  • Riftwalk.png R - Riftwalk
    • COOLDOWN : 7/5/3 seconds 6/4/2 seconds
    • RANGE : 450 500
    • COST : 60 mana 50 mana

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.
  • Riftwalk.jpg R - Riftwalk
    • RANGE : 700 450
    • BASE COST : 75 mana 60 mana

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. "
  • Null Sphere.png Q - Null Sphere
    • DAMAGE : 80/105/130/155/180 magic damage 70/95/120/145/170 magic damage

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."
  • Riftwalk.jpg R - Riftwalk
    • WAS MORE LIKE A RIFTSPRINT 12 seconds ⇒ 20 seconds

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."

  • NetherBlade.jpg W - Nether Blade
    • COOLDOWN: 6 seconds ⇒ 9 seconds
  • ForcePulse.jpg E - Force Pulse
    • SLOW DURATION: 3 seconds ⇒ 1 second
    • SLOW AMOUNT: 30/35/40/45/50% ⇒ 50/60/70/80/90%

"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."

  • Null Sphere.png Q - Null Sphere
    • MAGIC SHIELD: 40/80/120/160/200 (+0.8 ability power) ⇒ 40/70/100/130/160 (+0.3 ability power)

"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
  • Null Sphere.png 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
  • NetherBlade.jpg W - Nether Blade
    • ACTIVE DAMAGE: 40/65/90/115/140 (+0.6 ability power) ⇒ 40/75/110/145/180 (+0.7 ability power)

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
  • VoidStone.jpg 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
  • Null Sphere.png 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)
  • NetherBlade.jpg 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
  • ForcePulse.jpg E - Force Pulse
    • DAMAGE: 80/120/160/200/240 (+0.7 ability power) ⇒ 80/105/130/155/180 (+0.7 ability power)
  • Riftwalk.jpg 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

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.”

  • Null Sphere.png 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
  • ForcePulse.jpg E - Force Pulse
    • DAMAGE: 80/130/180/230/280 ⇒ 80/120/160/200/240

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, KassadinSquare.pngKassadin does not need unnecessary pushing power.

  • Nether Blade
    • Fixed a bug where KassadinSquare.pngKassadin'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


  • 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

KassadinSquare.pngKassadin released


  • 2014
  • 2013

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