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All Guides Kassadin Guides Runes Reforged Update - How to win with Kassadin
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Kassadin Statistics for Guitismo

Author's performance with Kassadin compared to the ranked average.

Value
Average
Games Played
1
6
Win %
100
42
Kills
12.0
7.6
Assists
5.0
6.2
Deaths
6.0
6.3
KA:D Ratio
2.8
2.2
Gold Earned
12.9K
11.5K
Creep Score
168.0
148.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash:

Flash is basically a required summoner spell. It allows you to dodge, outplay, close distances etc. etc. It has a wide range of uses and therefor it should be picked every game.

12.png Teleport:

The main summoner spell you will want to pick for Kassadin is Teleport. Kassadin is a champion with a weak early/mid game which will result in a passive lane phase with you trying to farm up and scale while not dying. Teleport is a great summoner spell to help you achieve this. It allows Kassadin to take weak trades or take some poke damage in exchange for farm, recall and teleport back to lane. 

The other reason for teleport is that after the lanephase ends, Kassadin prefers to go to a sidelane instead of sitting mid. Teleport helps with this playstyle since it allows to splitpush and still be able to make it to teamfights with teleport.

Basically run Teleport most of the time to make it through lanephase and splitpush in the mid/lategame.

14.png Ignite:

Ignite on Kassadin is a bit of a tricky summoner spell, it's obviously good against champions with a lot of healing but besides that there aren't a lot of situations in which you would take Ignite over Teleport of another summoner spell. If you are either playing in a game where you are sure you can snowball from the lane phase or you for some reason are unable to use teleport correctly you can pick Ignite. 

So in general you pick ignite when you think you can snowball from your lane or if you need it to reduce the healing of certain champions (e.g. Dr. Mundo).

3.png Exhaust:

AD Assassins have become increasingly popular with the change to lethality which allows them to basically deal true damage to champions without armor after a few items. This has also increased the change that you go up against an AD champion in the mid lane. Not only do most AD champions destroy Kassadin in lane but with lethality they have even more of an edge.

If you are facing an assassin mid, exhaust is a good and sometimes required summoner spell. It can make the difference between dying or suviving with a slither of health. If you are afraid of getting all-inned early and not surviving, you can pick exhaust to turn the tides and survive or even kill them.

1.png Cleanse:

Cleanse is a situational summoner spell that can be picked into lane-matchups/enemy teams with hard crowd control. This means champions like Elise/Twisted Fate/Cassiopeia/Leblanc, if you get locked up by these champions it can easily result in your death and Cleanse can save you. It is however one of the more difficult summoners to use and will most likely require some practise

33.png Other:

You can also try playing with Barrier, Heal or Ghost. You can use barrier or heal to survive large amounts of burst or ghost if you want some extra mobility but the 4 summoner spells listed above (alongside flash) are pretty much better in all situations.





New Runes Back to Top

(There are multiple viable options for the runes currently, this is the page that is currently working best for me)

Main Tree


Keystone:

There are multiple options here for Kassadin, it will either be Electrocute, Arcane Comet or Phase Rush. These are all viable in different situations, but in general I feel like Phase Rush is the most useful. I will try to go more into detail below.

- Electrocute: Electrocute is basically a stronger Thunderlord's Decree, but on a longer (much longer) cooldown. This will add greatly to Kassadin's assassination potential, the only problem is that there is almost no way to get it off more than once in a teamfight due to the long cooldown. It does however pretty much guarantee that you take someone out of the fight instantly in the late game. In the tree you would probably go Sudden Impact, Eyeball Collection & Ravenous Hunter with Gathering Storm and The Ultimate Hat secondary. I feel like Electrocute is a viable option, but I feel like there is a better option.

- Arcane Comet: Arcane comet launches a comet at your enemy when you hit them with a spell and if it's on cooldown you'll reduce it's cooldown. This keystone is great in lane, it's amazing. On at least every 3rth Q you proc this keystone which actually allows you to poke your opponents out of lane. The catch however is that this comet is relatively easy to dodge, you can walk out of the hit box by walking in a straight line if your movement isn't impaired. For Kassadin this makes this keystone worse if your opponent is somewhat decent since Kassadin doesn't really have a good way to guarantee this hitting since he only has a short range slow. Again, it's decent, but I feel like Phase Rush is better.

- Phase Rush: This is basically an easier to proc Stormraider's Surge, a simple R > AA > W will proc this and give you 40% movement speed for 3 seconds. Additionally since Kassadin is melee it also gives him 75% slow resistance during this time. This movement speed in combination with your ult makes you insanely mobile, it makes you more mobile in teamfights, gives you even more chase potential and makes it easy to run away. Since you scale like crazy as Kassadin you don't really need any damage from your keystone which makes this in my opinion the best keystone.

Runes:

- Ultimate Hat: Ultimate hat is probably the best choice here. You don't need nullifying orb since you already have a magic shield on your Q. The choice is between Ultimate Hat and Manaflow Band. Manaflow band is only worth it if you can use proc it with a 400 or 800 mana cost ultimate, but Ultimate hat is pretty much insane in Kassadin. At level 16 Kassadin's ultimate is at a 2 seconds base cooldown. With normally 20% CDR from items and 10% from Transcendence the cooldown goes down to 1.4 seconds and with Ultimate Hat it goes down to 1.1 (?) seconds.

- Transcendence: Between the 3 choices Transcendence is probably the best. You don't need Celerity since you have the Phase Rush keystone. Absolute Focus is viable, but since it only works while above 70% health and you can really use the CDR from Transcendence so I feel like Transcendence is probably the best option.

- The only viable options here are either Scorch or Gathering Storm. Scorch is good for the early game but scales horribly so if you for some reason feel like you have to win lane you can pick this and get even more poke on your Q. Generally you will pick Gathering Storm, it gives you AP the longer the game goes in combination with death cap this can give you insane amounts of AP for free, especially after 40 minutes. This adds perfectly to Kassadin's scaling which makes your late game even stronger.

Secondary Tree

- Perfect Timing: Hextech flashtraption is exactly like it says, a trap, don't pick it, especially on Kassadin. Perfect Timing is really good if you are planning to buy a zhonya's early and you feel like you need it to survive the early game against an assassin like Zed or Talon. If you don't need this, the Biscuit Delivery is good if you need help surviving the lane phase. In combination with teleport it allows you to stay longer in lane and get better buys so you will want to pick this if you don't need Perfect Timing.

- Magical Footwear: Out of the 6 options left, there is basically only 2 viable options. It is either going to be Magical Footwear or Cosmic Insight. With Transcendence I feel like you don't need the extra CDR from Cosmic Insight, but this is probably a personal choice. Magical Footwear gives you free boots at 10 minutes and since you don't really want to buy boots early as Kassadin as you want your Rod of Ages. This makes the Magical Footwear a great option.  

Conclusion

Since the runes are only just out and there will be changes coming, these runes are in no way final and might not even be the best right now. This is just my interpretation of the runes and what seems best on Kassadin. Any suggestions are appreciated in the comments. 



Masteries Back to Top

For masteries you have 2 options for which keystone you will want to run. This is either Deadfire Touch or Thunderlord's Decree. Currently Deadfire Touch is widely considered the better option of the two, however TLD can be used to increase your one-shotpotential if you value that higher than the extra poke damage that Deadfire Touch offers.

Deadfire Touch:

  • Deadfire Touch has increased in popularity after the changes made to masteries in early season 7. The reason that it is picked (over TLD) is that it is really difficult to proc the TLD in lane, at least until level 6.
  • Besides this your Q is on a relatively low cooldown and can be spammed to poke down your enemy. By taking Deafire Touch it increases your poke damage and thus betters your lanephase.
  • Finally Deadfire Touch also scales better into the lategame.

Thunderlord's Decree:

  • Thunderlord's Decree increases the damage of your combo's which makes it easier to one-shot squishy enemy champions. It is however almost impossible to proc in lane pre level 6, it has a decent cooldown on it and it doesn't scale as well as Deadfire Touch

Fearless:

  • The Fearless mastery in the Resolve tree offers some extra resistances when you get hit by an enemy champion. This in combination with the magic shield from your Q makes you extra durable and helps you sustain through the lane phase. It is a trade-off to Dangerous Game or Insight, but worth it in my opinion.

Deadfire Touch is basically always the better choice and is also picked by pro players like Faker and Apdo, however if for some reason you feel like you need more one-shot potential, you can try Thunderlord's Decree and see if you like it better.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
14
15
17
18
E
3
8
10
12
13
R
6
11
16
For abilities there used to be variants for playing against AP or AD champions in lane, you can still opt into maxing E first, but Q is generally the better option, even into AD champions

  • The general order vs. AP champions is R > Q > E > W. Q is your best trading ability because it is point-click damage and it gives you an Magic Damage shield. After that you want to max your E since it does more damage than your W, it's easy to get the required stacks in teamfights and it's AoE damage. Don't forget to put a point into your R at level 6, 11 and 16.
  • The ability order vs. AD champions allows for 2 options. The first option is using the same order as vs. AP champions. The thought behind this is that Kassadin's Q will always hit and is guaranteed damage in comparison to your E which is a skill shot, has a slightly longer range and your E requires stacks in order to be used. The other option is R > E > Q > W. With this order you max your E first with the thought behind it that the Magic Damage shield from your Q is useless and the damage from your E is higher, it adds a slow and the manacost does not increase when you level this ability. 

I personally tend to go with R > Q > E > W in every match-up and I'm no longer going with R > E > Q > W if I'm against an AD champion, but it's still a viable option if you prefer it.


kassadinpassive.png Void Stone (Passive)

Kassadin's Passive is a really solid passive and helps a lot match-ups against AP champions. This passive does two things for you. The first thing is that you take 15% reduced magic damage. This is insanely good for Kassadin to help with trading against AP champions and it increases the value of health items on Kassadin (e.g. Rod of Ages). The second thing this passive does is it makes it so that Kassadin doesn't suffer from unit collision. This helps Kassadin with escaping through a bunch of minions and it helps you with not getting minion blocked.


nulllance.png Null Sphere (Q)

Kassadin's Q is a good trading ability, especially against AP champions. The ability has 2 different effects. It is a point and click ability that deals damage to the enemy and also gives you a magic damage shield. This shield combined with Kassadin's passive make Kassadin a good pick against most AP champions mid. This is your main poke ability in lane. You should try to get value from both the damage and the shield (against AP champions) by using it when the enemy is going to trade back, for example using it at the same time as an Annie Q to prevent her damage while you will do damage to her. 

netherblade.png Nether Blade (W)

This ability has a passive and an active effect. The passive adds magic damage to Kassadin's auto-attacks. The active is an auto-attack reset that makes his next basic attack do additional damage and restore mana based on the amount of missing mana, the restored mana is increased when you hit a champion (x4). This ability adds to Kassadin's sustain by supplementing his mana and it can be used to last hit minions which makes it really useful for farming under your turret. This ability has a lot of synergy with Lich Bane.

forcepulse.png Force Pulse (E)

Kassadin's E is an Aoe slowing spell that is casted in a cone. This ability has one downside and that is that you cannot use it just whenever you see fit. This ability requires a certain amount of charges before it can be used. These charges can be gained from spells that are casted around Kassadin. Ally, enemy and Kassadin's own spells all give a charge for each spell used. When you reach 6 stacks you can use this ability. In lane this ability is part of your harass on the enemy laner and provides Kassadin with some decent waveclear. In team fights try to use this either on as many enemies as possible or as part of your burst on one of the carries. Remember that this is your only cc ability so if you miss it chances are that your target gets away. 


riftwalk.png Riftwalk (R)

Kassadin's R is what makes Kassadin the late game monster that he is. Riftwalk allows Kassadin to *blink* to a location within a certain range. This ability can be compared to flash since it has a pretty similar range. It gives Kassadin a lot of mobility and makes it so that he can easily get to the enemy back line and jump in and out of fights. The only downside is the mana of this ability. Each time you use this ability within 15 seconds of the previous use, the manacosts double, but the ability also does more damage. The trick to this ability is to manage your mana in such a way that you can jump in and out of fights without making your R cost too much mana to use.

Items Back to Top

Starting Items

    Dark Seal/Refillable
    Doran's Ring/Pots
    Dark Seal/Pots
    Corrupting Potion
    Doran's Shield/Pots

Core Items

    Rod of Ages
    Sorcerer's Shoes
    Lich Bane/Banshee's Veil/Zhonya's Hourglass
    Choices
    Your standard full build. With these items you should be able to 1v1 almost anyone in the game.

Situational Items

    Choices

Starting Items:

  • In most cases the best choice for starting items is the Dark Seal + Refillable Potion. The Dark Seal gives you increased health regen from your Refillable Potion and if you manage to get some kills the stacks are a nice bonus.
  • Doran's Shield is a really good option as well if you feel like you might get killed really early in the game. The item offers some damage reduction and health regen which helps you survive.
  • Corrupting potion doesn't give you the same health that doran's items provide nor does it give the increased health regeneration that the Dark Seal offers. It does give both health and mana back and is in no way a bad item, but it is overshadowed by the other choices.
  • The Doran's Ring is Always a viable option, but the Dark Seal or Doran's Shield options are better in almost every situation.

Early Core:

  • Kassadin's early core items generally consist of tier 1 boots combined with a Rod of Ages. Rod of Ages is a really gold efficient item (gives a lot of stats for the gold it costs) and it provides Kassadin with everything he needs. You go Rod of Ages basically every game as a first item, you can however get components of other items (e.g. Seeker's Armguard or Negatron Cloak) if you're having trouble.

Mid-Game Core:

  • In the mid-game Kassadin should already be getting strong and either split push or group to push for objectives. Your Rod of Ages should also be starting to stack up really well at this point You usually want to have your Sorcerer's Shoes at this point and have either your Lich Bane, Banshee's Veil or Zhonya's Hourglass completed and maybe also another itemcomponent if you're doing good. 
  • Zhonya's will allow you to jump into fights and survive/buy time with zhonya's. 
  • Banshee's Veil helps avoid key abilities from the enemy team and gives some Magic Resist which can be really valuable in certain match-ups.
  • Sheen > Lich Bane is another really gold efficient item and it has great synergy with Kassadin's W. 

Late-Game Core:

  • Your final build will consist of Rod of Ages, Sorcerer's Shoes, and a Lich Bane. Besides these 3 items you have a few choices to finish your build.
  • You will most of the time go for Rabadon's Deathcap and Void Staff. The Deathcap will give you a huge increase in ability power and the Void Staff will help you getting through any MR that the enemies probably have bought at this point.
  • Zhonya's Hourglass can help you survive longer in fights and buy time for your next rotation of abilities to come back up to either continue fighting or try and escape.
  • Banshee's Veil can be bought if the enemy has multiple AP threats and/or you are scared of a certain enemy ability that you want to block
  • Luden's Echo can be bought as an extra burst item.

Situational:

  • There are a few choices that are only viable in very few situations.
  • Hextech GLP-800 can be chosen instead of Rod of Ages if you feel like you need an extra slow but Rod of Ages is usually better.
  • Tear > Seraphs is a build path that multiple people have suggested to me to try but I still consider it a build path that isn't really viable. It requires even more and longer scaling than Kassadin already needs. You might be able to get away with this in the lower ELO brackets but as you get higher you will probably get punished hard.
  • Mejai's Soulstealer can be bought if you started with a Dark Seal and you are snowballing out of your mind and you are sure you won't die any time soon.
  • As for boots you can change your Sorcerer's Shoes with Ninja Tabi, Mercury's Treads or Ionian Boots of Lucidity. Ninja Tabi and Mercury's Treads are really situational and should be bought only if you really need it. Ionian boots are a viable choice if you value Cooldown Reduction above Magic Penetration, this is a choice you have to make for yourself.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Easy
  • Akali
    Medium
  • Anivia
    Easy
  • Annie
    Easy
  • Azir
    Medium
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Medium
  • Diana
    Medium
  • Ekko
    Easy
  • Fizz
    Hard
  • Galio
    Easy
  • Gangplank
    Medium
  • Gragas
    Medium
  • Heimerdinger
    Hard
  • Jayce
    Hard
  • Jhin
    Hard
  • Karma
    Easy
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Easy
  • Kayle
    Hard
  • LeBlanc
    Hard
  • Lissandra
    Easy
  • Lux
    Medium
  • Malzahar
    Hard
  • Morgana
    Medium
  • Orianna
    Medium
  • Ryze
    Easy
  • Swain
    Medium
  • Syndra
    Medium
  • Talon
    Medium
  • Twisted Fate
    Easy
  • Veigar
    Easy
  • Vel'Koz
    Medium
  • Viktor
    Medium
  • Vladimir
    Hard
  • Xerath
    Medium
  • Yasuo
    Hard
  • Zed
    Hard
  • Ziggs
    Medium

VS

Ahri

Easy

General Info:

Ahri can be quite a pain in lane early, but as you scale it gets easier and easier. Ahri relies completely on landing her Charm against Kassadin which will almost be impossible post level 6 when Kassadin gets his Ult.

The most difficult part of the lane will be pre level 6 as her early game combo does a lot of damage. Try to stay behind minions/dodge the charm and you should be just fine.

After level 6 the match-up should get easier as the game goes on. You can use your ult to dodge her Charm which gives you the opportunity to out trade her and poke her down. Before level 16 your ult does have a relatively high cooldown in comparison to the cooldown between her ult dashes, so beware.

Tips:

  • Dodging the charm is a high priority in this lane. Every time you get hit by it you lose a big chunk of health and if the enemy jungler is there you might even die. Stay behind minions so the charm can't hit you.
  • Some early Magic Resist in the form of a Negatron Cloak or an Abyssal can help you survive in the early levels.
  • If you decide to go in while she has her charm still up, try to ult right on top of her. This will make it really difficult for her to land her charm right away.
  • Whenever Ahri uses her charm for no reason and misses, try to trade/all-in and back out or kill her before she gets her charm back up (approximate 12 second cooldown).

VS

Akali

Medium

General Info:

Akali is in many ways very similar to Kassadin. Both champions are AP building Assassins that require scaling to get strong. As a result of this the matchup will probably consist of poking and farming. Akali has a lot of build in lifesteal and spellvamp to heal back any damage and Kassadin can negate damage with his Q shield so trading won't do much for either if done right.

Pre level 6 you will most likely both most likely be farming since she can't really poke you and she heals all the poke you deal to her. Akali does however use energy and not mana so she will use her abilities more often. This benefits your E which allows you to stack it quicker.

Both Akali and Kassadin spike hard at level 6. Akali's ult has a longer range but can only dash to certain targets while Kassadin can jump everwhere. Akali will most likely win the all-ins until you get some more items in the mid/lategame.


Tips:

  • Since you both lack cc, if you have a jungler that does have a lot of cc (like Zac/rek'sai/elise/Hecarim) call them over for a gank.
  • Akali will use her abilities more often since she's restricted to mana, which helps you stack your E ability
  • As soon as she jumps to you, use your Q to negate damage.
  • You can still hit her with your Ult and E damage while she is invisible in her W.

VS

Anivia

Easy

General Info:

Anivia is generally a champion that doesn't do a whole lot but farm early and tries to scale into the late game with high mana and insane burst. She relies on getting you "Chilled" which doubles her E damage. Luckily you have mobility and a shield.

Before level 6 Anivia can't do much besides her Q > E combo which stuns you and deals a lot of damage. Try to dodge her Q, this will also reduce the damage of her E so you can win the trades.

Ater level 6 Anivia will most likely be perma pushing the lane with her Ult. Kassadin's Q however stops channeled abilities which includes Anivia's ultimate. After this you can most likely win the trades with her and improve. 

Tips:

  • Anivia relies on hitting her Q early, juking it will ruin her entire trade potential.
  • Your Q stops the Anivia Ult, remember this!
  • Anivia has 0 mobility for the entire game and it should be easy to kill her when you get a jungle gank. Don't be afraid to ask for it.
  • Pay attention to Anivia's passive and don't get baited by it. You can click on her to check if it's up or not (it has a 4 minute cooldown).
  • You should be able to dodge pretty much every single one of her abilities (except her point-click E) with your Ult.

VS

Annie

Easy

General Info:

Annie is generally a very straightforward champion with a linear play style in lane. The only surprising play she can make include her flashing at you and stunning you, which should also be quite easy to predict.

Kassadin's passive makes him negate part of any AP damage and since Annie only has AP damage it gives Kassadin the upper hand in this match-up starting at level 1. The magic shield from your Q gives you insane trading power and allows you to poke her out of lane. Just keep an eye on her stun bar and don't underestimate her burst damage.

After level 6 she can burst harder than you can so be careful of this. Her flash ult combo can also be used really effectively when roaming so there's always a chance she will roam to one of your sidelanes and get some kills there, but with your ult you should be able to do the same.

Tips: 

  • The bar under Annie her health shows how close she is to her stun, always pay attention to this and consider that for example if she is at 3 stacks that an E > Q will stun you.
  • If Annie dies while Tibbers is still alive, Tibbers gets a movement speed buff and tries to smack you down, try to slow it/ult away from it since it will probably kill you if you are low
  • Your Q is the way to win this match-up, don't waste it.
  • It is really easy for Annie to setup a gank with her jungler to stun and kill you, try to ward up and ask your jungler to stay around if you think the enemy jungler is close.
  • Always ping out when Annie is missing, a flash ult on your bot lane can be devastating for the game.

VS

Azir

Medium

General info:

With the Azir nerfs that happened a long time ago, the champion went from a very high pick/ban to being barely picked anymore. His early game got gutted but it's still decent if the Azir is good. Kassadin has the disadvantage of being a melee champion vs. ranged Azir, however Azir requires his soldiers to win trades and Kassadin has the perfect way to play around that.

Pre level 6 Azir can poke a lot harder than Kassadin can, even with Kassadin's Q shield. The Sand Soldiers can zone you from the farm and can win the lane alone. Try to stay away from the soliers as much as you can so you avoid as much damage as you can. Azir doesn't have a lot of kill pressure if you play it safe and tp back to lane once you get low.

When the both of you unlock your ultimates the match-up starts turning in your favor. If Azir uses his Q to move his sand soldiers, you can jump in with your ult to get an advantageous trade. Do however be aware of Azir's ult as it can mess you up if you aren't paying attention. Your ult can also be used to jump over Azir's ult as Kassadin's ult is a blink and not a dash so there's Always a way out.

Tips:

  • Kassadin's ult is a blink, not a dash, This allows you to jump over the Azir wall.
  • Azir can only move his soldiers with his Q every 10/9/8/7/6 seconds, This gives you a good window to go in and trade with him.
  • If azir dashes into you with his E, he stops and gains a relatively small shield. You can use this to either jump away from him to not let him get the shield or you can jump in front of it to stop him from getting away or setting up a play.
  • Azir's turret is quite annoying, but it does grant you 50 gold if you can get the last hit, so it might be worth to take it down if you can.

VS

Brand

Medium

General Info:

Brand's passive does AOE damage and, together with his ult, can completely destroy your team in fights. If he is allowed to stay alive too long in fights and he gets all his damage off, you are probably in a lot of trouble. In lane he is similar to Ahri as he relies on 1 CC ability to win trades hard.

As in most cases, the matchup is most difficult before level 6. Brand does however rely a lot on his slow skillshots which can easily be dodged. It might be benefitial to buy early boots if you're having trouble dodging. His spells may be difficult to hit, but do a lot of damage if they do.

After level 6 you are generally in the advantage, as long as you don't get stunned. Brand's stun sets him up to unleash his full combo and can most likely take you out in the blink of an eye. You can also use your ult to dash away from minions and other targets to avoid the bouncing of Brand's ult. Dodge as much as you can and take advantage of Brand's long cooldowns and win.

Tips: 

  • Brand's Cooldowns are relatively long, >8 seconds in the early game. Try to fight if he used/missed his spells.
  • Brand has no mobility and can be easily chased down/ganked by your jungler.
  • Brand's ult has a slow missile speed, jump away from allies before it hits to prevent it from bouncing.

VS

Cassiopeia

Medium

General Info:

Cassio is actually a really strong midlaner at the moment. The level 2 powerspike is a real threat and is something you should be careful of. There is however something in this match-up that can really mess you up. Her W grounds you, which means you can't blink/dash when you are in it. This also counts for Kassadin's ult and even flash and thus it can really screw you over.

The first few levels are the trickiest in this match-up. Cassio has a lot of chase potential, even improved by Stormraiders Surge that most Cassiopeia's take at the moment. If Cassio lands her Q, her E will deal bonus damage and heal her. Her main problem is mana since her spammable abilities can make her go out of mana real quick.

When the both of you get your ultimates the matchup gets a little easier but it's still difficult. Cassio's W grounding can mess you up as you can't ult or flash out of it. If her W is on cooldown you can jump in and trade with her. It's still tricky since her ult can stun you if you are looking towards her and she still has the trading power of her Q+E.

Tips: 

  • Cassio's ult only stuns when you look directly at her, when you know that her ult is up, just don't look at her when you think she is going to ult
  • Cassio can't buy boots and thus will have an extra slot available to get a 6th item, this means that she gets really strong in the late game and can contest your late game power. Try to end the game before it gets to this point.
  • When fighting Cassio, try to keep jumping onto her or behind her with your ult so that if she decides to ult, she will most likely miss.
  • Cassio is really good in turning around bad fights by getting a good ultimate off, try to play around that by predicting her ult and turn around as much as possible.

VS

Cho'Gath

Medium

General Info:

Cho'Gath is a champion that is not seen in the midlane very often anymore (at least in the higher ELOs). However if he is picked, he can be a real pain to play against, especially in lane. His W Silence is almost impossible to dodge and when you get hit by it, his Q is most likely to hit as well. Cho's passive also gives him a small amount of health and mana back for every minion or structure he kills. This can make it really difficult to make your poke stick to him since he just sustains it back in a few waves. Also he will almost always push the waves with his E which gives his next 3 basic attacks an AOE effect. 

before level 6 you should be able to trade with the Cho'gath and come out ahead as long as you can dodge the knock-up. Your Q shield should be able to absorb most of the damage early game and get you trough the lane.

After level 6 Cho'gath has a lot of one-shot potential and he also gets tankier the more stacks he gets, this makes it difficult for Kassadin to get the kill. Cho'gath's abilities do have long cooldowns so after he uses them you should be able to get a good trade in and get him down. The silence can be dangerous so keep that in mind.

Tips: 

  • Cho'Gath may seem very tanky when full AP, but it's probably just health and no other defensive stats. Don't be afraid to use cooldowns on him late game since he will drop almost just as fast as other ap mages.
  • Cho'gath will probably try to Q under himself when you ult towards him, try to predict this and move around it.
  • Cho'Gaths cooldowns are relatively long, especially early. Go on the offensive when he uses (and even better misses) his W and maybe also his Q.
  • Cho'Gath is almost impossible to beat 1v1 in this lane match-up, so why try? Ask your jungler for help and keep him down.

VS

Diana

Medium

General Info:

Diana is very similar to Kassadin. Both are melee AP assassins that are looking to farm and scale into the late game and then oneshot the enemy carries. Diana is stronger melee while Kassadin can do more at range (at least in lane). Diana can also shield incoming damage with her W shield, just like Kassadin with his Q, so it is difficult to poke her effectively. The main turning point in this match-up will probably be who finishes his RoA first.

In the early game it will most likely be a poke/sustain war. You both have shields and ranged poke. In melee you will most likely lose the trades but as long as you stay at range you can win trades.

Ater level 6 Diana gets some insane burst potential with her Q > R > R. If you get hit by her Q make sure to back off as this allows her ult to reset the cooldown. Her ult range is also quite long compared to Kassadin's ult so beware. Diana is however vulnerable to ganks since she has no mobility unless ulting to enemy targets.

Tips:

  • Diana has no choice but push the lane due to her passive which does AOE damage, if you are having a hard time, just wait for the wave and farm under your turret.
  • Diana has a larger ult range so getting out of a bad fight can proof difficult, keep your distance if you are low(ish) health.
  • Diana relies on hitting her Q after 6 to do much to you. When she misses her Q (6 second cooldown) you can relax for a few seconds. Also don't be afraid to ult over her Q onto her and fight her since her main damage will be unavailable for a few seconds.

VS

Ekko

Easy

General Info:

Ekko is a deadly AP assassin. He relies on getting his passive off which hits like a truck and speeds him up. He is decently good at pushing waves with his Q and has quite a lot of mobility with his E dash and blink, his ult and his passive. This can make it really hard to pin him down and for example dive under a turret. Kassadin can have some early trouble but should never be in kill range and be free to scale up.

This match-up is really vulnerable before level 6. Ekko has some high burst potential with his passive+thunderlord's combination which is also quite easy to proc. Ekko's level 2 is really strong but you should be able to block some of the damage with your Q shield. Ekko will basically keep dashing in and trading while pushing the lane in with his Q. Kassadin should however be able to farm under turret without too much trouble. Do be careful of Ekko's W AOE stun as it can set him up for a kill. Try to farm up and get items.

After level 6 the match-up gets a lot better for Kassadin, you can ult away when he dashes in, you can ult out of his W and you can ult away from his ult ghost. Ekko will still push you in but this should be just fine for Kassadin as he outscales the Ekko. Don't get too low versus the Ekko as he can easily dive under the turret and get away with his ultimate.

Tips: 

  • Ekko is reliant on getting his passive off on you, if he gets 2 stacks on you, wait it out and don't go in for an extra auto since that will cost you more health than you would want.
  • If Ekko goes for a 40% (or 45%) cdr build, his cooldowns will be really low mid/late game (<5  seconds on Q and E) which will make it even harder to pin him down. However as Kassadin you are really good at chasing, try to burst him out of the fight before your carries die.
  • When you see Ekko cast his W, it will take 3 seconds before it is ready, but you won't see it until the last 0.5 seconds. Try to predict where he will place it and stay out of it to avoid the stun.

VS

Fizz

Hard

General Info:

Fizz is generally considered as weak before level 6 and even weaker before level 3, but this is almost nullified in this match-up since Kassadin has the exact same problem. The only chance a Fizz has to win early is if he can get and stay in melee range, which is problematic for Kassadin since he is a melee champion. Fizz is also really slippery and can dodge large amounts of your burst.

If Fizz can get on to you before level 6 you will pretty much always lose the trade. His W proc does insane damage and his mobility allows him to get away from ganks. As Kassadin you will have a lot of trouble getting close to the wave. Try to poke him down with your Q and if he uses his E to dodge your Q you can either call for a gank or try to trade with him yourself.

After level 6 this match-up gets more bearable, but not an easy win. You can get away from most of the danger, including the ultimate (before it connects). You still won't be able to kill him in most cases, but you can scale up and win fights with your team. 

Tips: 

  • Fizz is great at quickly killing enemies. If you overextend and he lands his ult, your ult probably won't safe you, keep this in mind.
  • The cooldown on Fizz's E is pretty long early (18/16/14/12/10) and if he uses it on the wave he is vulnerable to ganks and can't dodge your abilities, after 6 you might even be able to get some serious burst in.
  • Fizz's W active does really high damage if he has auto attacked you once and the cooldown is reduced to 1 second if he kills something with it so be careful.

VS

Galio

Easy

General Info:

Galio is not really a pick that is good outside of high elo and competitive play since he's best used as a tank. He has high base damage on his abilities and he offers a lot of team fight options for his team. The ultimate allows him to roam easily to the sidelanes from the midlane to turn potential ganks in his teams favor. Galio is extra good into AP champions with his passive magic shield but won't deal lethal damage without damage items.

Galio is really mana gated, especially early game. His Q allows him to farm and trade from a distance and he is generally difficult to take down. As Kassadin you won't be able to really kill the Galio or pressure him out of lane a lot, but you will be able to just farm up and scale basically for free, the only thing you have to be careful of pre level 6 is Galio's gank setup.

After level 6 Galio has some insane roaming potential with his ultimate, that allows him to jump to teammates and it can turn potential ganks. It does however have a long cooldown so keep that in mind. You still won't be able to do much to Galio himself, but with all the free farm you should be able to deal with the damage dealers on the enemy team.


Tips: 

  • Galio has a passive magic shield on his W and is really tanky in general so it might not be worth to use all your mana to poke him.
  • You can jump in front of Galio to absorb his E dash and prevent him from dashing away.
  • Galio's ult has a long cooldown and the range isn't that long until he gets multiple points in his ultimate

VS

Gangplank

Medium

General Info:

Gangplank is a hard scaling mid lane pick just like Kassadin. GP relies on getting a lot of gold from his Q and/or bandit mastery. The match-up will probably consist of poking but a good barrel combo from Gangplank can tilt the fights into his favor.

Before level 6 both champions will probably be poking back and forth with Q's. Gangplank will usually come out on top since he also gets gold with his Bandit mastery and he can heal back up with his W. As Kassadin your Q shield is useless in this match-up unfortunately. Your W and E in combination with your Q should allow you to outtrade the gangplank and poke him out of lane eventually.

After level 6 you should use your ult primarely to get away from Gangplank's barrels, it depends where you jump, either on top of the gangplank to trade with him or just jump away. Early in the game his barrels are still on a long cooldown so you should be able to jump away the first time and go in the moment your ult comes back up, but this is situational. 

Tips: 

  • Buy some armor early to reduce a lot of Gangplank's damage
  • Gangplank's W heals him and removes any CC that he is under. This can really bait you into bad fights so keep it in mind. Try to spread your CC out and don't overlap (don't use your slow when he is already for example stunned).
  • Gangplank has some insane turning potential in fights with his ultimate and barrels, use your ult to get out of his ult if you feel like you are taking too much damage instead of pushing through for a risky kill.

VS

Gragas

Medium

General Info:

Gragas is a pick that isn't really seen mid anymore, but he might show himself in the lower ELOs sometimes. In the mid lane he relies on poking you down with his Q and comboing you with his W > E > Q. He has some really high and unexpected burst damage that is not to be underestimated.

Pre level 6 Gragas will be pushing the lane with his AOE abilities and try to poke your down with his Q and possibly W > E. Try to stay behind minions to avoid his E and don't melee trade with him when he uses his W. If Gragas throws out his Q you should try to get your Q out as well to absorb the damage.

At level 6 and further in the game the Gragas can do some nasty combo's with his ultimate. As Kassadin this shouldn't be too much of a problem since you can jump away from his ult which either changes the way you get pushed or just avoids it completely.
Again avoid the knock-up from his E as it sets up most of his damage and poke him down.

Tips: 

  • Every 8 seconds after using an ability, Gragas heals for 6% of his max health. This allows him to heal back a lot of the poke that he takes so don't worry to much about poking him down.
  • Gragas his ult can really mess you up but has a slow animation, ult or flash away from it and you should be fine. 
  • Gragas doesn't scale nearly as well as Kassadin so you can always come back into the game.

VS

Heimerdinger

Hard

General Info:

Heimerdinger is an annoying champion that will perma push his lane and poke you down. He is really good in turning around ganks with his turrets and when he gets his Zhonya's he will be even harder to deal with. His turrets are his bread and butter so if you can keep them down you should be fine.

Heimerdinger has some really high damage if he lands his abilities while his turrets are around. The turrets are really vital for a lot of his damage so try to keep them down. Without his turrets Heimerdinger should never be in position to kill you. Just keep your eye out for his stun as it can set up an easy gank for the enemy jungler.

After level 6 it can be dangerous to jump into Heimerdinger since he can deal insane damage in a short amount of time. It's best to try to get your kills with the help of a teammate or just roam to your teammates and try to get ahead this way. In the lategame you should be able to just oneshot the heimerdinger and if needed you can always use your hourglass to survive his damage.

Tips: 

  • Kill his turrets, his turrets are the only thing that makes Heimerdinger the strong/annoying pick that he is. Without turrets he can't do much.
  • If you and/or your jungler are low health, don't try to gank the Heimerdinger, Heimer is really good in turning around engages and it might end up in a double kill for him. 
  • Try to avoid his E stun (the center part of the E) since it will probably lose you the trade or fight, especially if you are stunned inside his turrets.
  • Heimer's turrets instantly charge their beams if he hits an enemy champion with an ability near his turrets, this allows him to oneshot squishy champions so be careful.

VS

Jayce

Hard

General Info:

Jayce is a strong pick at the moment, both top lane and mid lane. He is great with the lethality items and it will make him do insane amounts of damage. He has ranged AA's and abilities and a way of executing you if you are low on health. Jayce will try to hit his Q > E combo when he is in his ranged form to poke and potentially set up his all-in.

In the early game you can't do much as Kassadin in this match-up. You can look to get some Q poke in since Jayce doesn't have any sustain, but do not allow jayce to get the all-in because he will win it hard. The safest moment to poke is right after he uses his abilities to push the wave. In general just stay behind minions to avoid his (E >) Q and farm up. 

After level 6 the match-up gets a little better since Jayce doesn't really have an ultimate, but Jayce still has the advantage. You will at least need an seeker's armguard to be able to farm safely and tabi's can also be really valuable in this matchup. Use your ult to get away from his poke and all-in and try to scale up. If you can't survive in the midlane you can always rotate to a sidelane and join fights with your TP.

Tips: 

  • Jayce's abilities cost quite a lot of mana, without blue he will go out of mana quite quickly, pay attention.
  • Stay behind minions to avoid his (E >) Q ranged combo from hitting you.
  • You can dodge the Q damage from his melee form by getting out before he hits the ground.
  • Jayce doesn't have an ultimate ability, his level 6 spike isn't that strong.

VS

Jhin

Hard

General Info:

Jhin is as a match-up comparable to other AD champions mid. Jhin has a good overall early game with some high damage and can burst you down hard if you let him. He does however lack mobility which makes him vulnerable to ganks and to Kassadin out of lane. He will mostly be picked as an adc however so it's rare to find him in the midlane.

In the early game you should be able to get some poke in against the Jhin with your Q. The best moment to do this is after Jhin uses his 4th shot and has to reload. This 4th shot does however do extra damage and gives Jhin a small moment speed bonus so wait for him to use it. Also look out for the Q and prevent it from bouncing from minions onto you. 

With access to your ultimate you should be able to start turning the matchup. The more you scale the easier fights will get, especially if you can get your hands on some armor items. Jhin's W and R should be easy to dodge with your Riftwalk and without those abilities the Jhin has no way of locking you down. Jhin also doesn't have any real mobility so if you decide to splitpush in a sidelane you can most likely chase him down.

Tips:  

  • When Jhin is reloading his trading potential is really low, try to abuse this by poking him while he is reloading
  • Try to avoid getting hit by Jhin's 4th basic attack since it will deal a lot of damage.
  • Most Jhins will walk up when they have their 4th shot ready to try and hit you with it. You can use this to either call your jungler over for a gank or turn on him yourself.
  • Jhin has no real mobility aside from a movement speed buff, this should allow you to chase him down.
  • Jhin's ult makes him stand in place, this opens him up to flanks and makes him a sitting duck.

VS

Karma

Easy

General Info:

Karma is a champion that is picked for damage in the lane and utility after. Karma will try to poke and snare her lane opponent while absorbing incoming damage with her E shield. She is one of the strongest early game AP laners and she poke out most enemies early. The damage will however fall off later in the game and she will switch into a more utility style champion.

Pre level 6 is the most difficult time in this match-up, but Karma should never be in a position to kill you. With the shield from your Q you can absorb Karma's Q damage (Which is her only real damaging spell) which negates most of her lane power. She will however be pushing the lane since her Q is AOE so don't get baited into fighting her in her own minionwave.

At level 6 you get access to a really strong ultimate while Karma doesn't. At level 6 the matchup should turn in your favor and you should be able to start getting some good trades in. Be careful however that you don't just ult onto her. This way she can snare you with her W and that can open you up to ganks from the enemy jungler. In a 1v1 scenario after level 6 you should be able to win every time, but in teamfights it might be hard to get your damage off with all the utility that Karma offers.

Tips:  

  • Every time Karma hits you with an ability or basic attack, it reduced the cooldown of her ultimate. Try to dodge as much Q's as you can to keep her ult from being up every few seconds.
  • Try to get out of the tether range of her W since after a few seconds it will snare you and that might leave you in a uncomfortable situation.
  • Karma's R > Q will leave a circle on the ground that will deal damage again after a few seconds. Try to get out of it before it pops to reduce the damage that you take.
  • Karma's R > W gives her a heal based on her missing health. Try not to get baited in only to see her heal for half her HP and kill you.

VS

Karthus

Easy

General Info:

Karthus is a champion that is either really strong or really weak, depending on if he can hit his Q's or misses them all. If he misses most of his Q's his lane phase isn't that good and he will lose most match-ups. He does however have some insane scaling into the late game. Karthus is a niche pick that isn't picked much since assassin's are in the meta at the moment and Karthus sucks against high mobility champions.

Karthus's early game lacks any damage and relies on his Q, so just don't take too much free harass from his Q and you should be fine. Your Q shield absorbs the damage it deals so if you get too close you can still get an advantageous trade. Karthus is also super vulnerable to ganks so if you can manage to freeze the lane you should be able to set up a free kill with the help of your jungler.

Post 6 you can utterly destroy him, just ult in, burst him and ult out over and over again. At this point Kassadin basically hard counters Karthus in every way. You have mobility to dodge away from his Q's or absorb them with your Q. You can get directly on to him and kill him since he is squishy and you can even interupt his ultimate channel with your Q (if he isn't in his passive form). If for any reason something went wrong you can always draw Karthus to a sidelane to split against you which you should always be able to win 1v1.

Tips:  

  • Your Zhonya's or Banshee's veil can be used to prevent you from dying to his ultimate, don't forget!
  • Some early MR can also really help in fighting Karthus since going in melee range means you will take some unavoidable damage.
  • Get away from Karthus once he dies since he will do massive damage to you with his Death Defied.
  • Karthus Q damage is increased when it hits a single target. Stay close to minions of you expect to get hit any way to don't take all the possible damage.

VS

Kassadin

Medium
???

Inceptionnnnn

Hmm. I guess.... basically the early game the first person to use his Q wins the trade since his damage will go off before the opponent gets his shield. Post level 6 just try to make him miss his ult and then go all-in.

VS

Katarina

Easy

General Info:

Katarina can poke without much problem since she doesn't have any mana and has really high mobility which makes her annoying to deal with. Match-ups against Katarina usually vary in difficulty since it is really reliant on the skill of the Katarina player, the better the Katarina the worse the lane goes for her lane opponent.

In the early game you will both be poking eachother, you can however absorb her Q damage with your Q which should give you the edge. This edge however gets denied if you get too close to her daggers when she jumps to them. If Katarina picks up the daggers she deals a suprising amount of AOE damage. She doesn't really have any sustain so you should be able to poke her out with relative ease.

After level 6 don't use your Q on cooldown since it can be used to stop Katarina's ultimate. Just like the early lane phase, most of Katarina's damage (and mobility) comes from picking up her daggers. Stay away from them unless you have no choice and you should be fine. With your mobility you should also be able to get away from Katarina if she engages so the matchup is doable. In the lategame with a few items you can oneshot the Katarina and she is the primary target in teamfights in most games.

Tips:  

  • Save your Q if you think she will use her ultimate soon, it cancels it.
  • If you manage to push Katarina in she will have a hard time doing anything.
  • Your ultimate allows you to get away from her daggers and her ultimate, you can however also jump onto her if she jumps in, but only do this if you're confident that you can take her down quickly.

VS

Kayle

Hard

General Info:

Kayle is a pick that isn't seen that often, and if she is picked it's top more often than mid, but is still really strong in the right hands. Her lane phase usually consists of her perma pushing the wave with her AoE ranged auto attacks which will also hit the enemy laner if he/she is standing close to Kayle's target. With the slow on her Q and the speed up on her W she is really good at kiting champions and with the ult that makes her invulnerable it can really make it a difficult champion to play against.

In the early game you will lose every trade with Kayle's high dps. Avoid fighting her as much as you can and wait for the wave to hit your tower and farm it. There isn't really too much to say. She doesn't have any mobility so you can look to get a kill with some help of your jungler but besides this just try to farm.

After level 6 the matchup doesn't get a whole lot better. Kayle's ultimate stops all damage for a short amount of time which can deny your oneshot capabilities. This will makes teamfighting a lot harder since your job is usually to take down a key target and this ultimate denies that. Kayle can't use her ultimate if she is cc'd so communicate this to your team and try to kill her before she uses her ultimate. You can also force her to use her ult on a target that isn't optimal by poking/faking an all-in. This should give you some options to get kills and win fights.

Tips:  

  • Even though Kayle's ult makes her or her target invulnerable to damage, they can still be CC'd. tell your team to stun the target that has the Kayle ult to stop them from getting free damage off.
  • In fights, if you can poke another carry down and get her to ult him/her, you can then go for Kayle since her ult is down.
  • Kayle will almost always auto push the waves. This will result in her being close to your turret most of the time. Use this by coordinating some ganks with your jungler to shut her down early.

VS

LeBlanc

Hard

General Info:

Leblanc is still insanely strong since she got reworked in the assassin rework. Not only is she a great assassin that can one shot squishy champions, but she also has some decent cc and good wave clear. This makes her still a high priority pick/ban in high elo and competitive play (as of patch 7.15). She has some high damage in lane if she can proc her passive and if she manages to snowball you are in trouble.

Before level 6 you are fine and there won't really be any trouble as long as you are able to dodge her chains. The chains give her gank setup and also deal a fair amount of damage so by dodging this you should survive lane. If LeBlanc gets her passive on you (before it's procced) you can back off and wait it out to avoid a lot of the damage in LeBlanc's kit. With Kassadin Q's and an AA > W when she jumps on you, you can outdamage her and maintain pressure in the lane. She does however outdamage you overall so don't get too cocky.

After level 6 the matchup turns into a pure skill matchup. If you can dodge her chains and not waste your abilities on her clown you should be fine in the matchup and can keep scaling and in the end one-shot the LeBlanc. If you however can not, you might give over some kills which open up the LeBlanc to roam to your sidelanes and you could be in some trouble. Try to jump away from the chains, Q when damage is incoming and don't fall for the clone.

Tips:  

  • Don't be afraid to buy some early MR in the form of a Negatron Cloak, just as in most AD match-ups with Seekers Armguard. The MR will prevent her from one-shotting you and will help you scale.
  • If she procs her passive with her Q the passive will bounce and deal damage around the target. Don't stand too close to the wave if she used her W on it and is going to use her Q to clear it.
  • LeBlanc can summon a clone somewhere on the map which can suprise your team. Try to pay attention to where LeBlanc goes and when she is acutally roaming and when she's just faking it.

VS

Lissandra

Easy

General Info:

Lissandra is an control/engage type mage that relies on poking and kiting with her slows and cc to kill her targets. All her abilities can do AoE damage and as such most Lissandra's will push the lane in. She is has some really good lockdown and can engage from weird angles so be careful and ward around you.

Lissandra has some high mana costs and low mana overall so in the early game she will suffer from mana problems. As Kassadin you can take advantage of this by forcing trades every time you Q is up to absorb the damage that she deals and get her to use mana. Lissandra's Q range extends if it goes through a target so don't get minions between you and Lissandra to avoid unnecessary poke. You outscale the Lissandra really hard so if you are having trouble, it will get better soon.

At level 6 you have to take note of the amount of CC/lockdown that Lissandra has in her kit. It may be benefitial to get mercs or even an QSS or run cleanse. If you jump in and get cc chained into your dead it can feel bad so be aware. It's advised to just keep farming safely and don't take too much risk. The longer the game goes on the more you start outscaling and thus the more you should be able to do against her.

Tips:  

  • If Lissandra hits something with her Q, it will deal splash damage behind it. It doesn't seem like a lot of damage but it will start to add up. Try not to stay behind minions so that you don't take unnecessary damage.
  • If Lissandra is CC'd when she casts her E she can't recast it to teleport to the claw's location, coordinate this to your team and use it to your advantage.
  • Lissandra's E cooldown and Ult cooldown are really long early game, you can go on the aggressive when they are on cooldown.

VS

Lux

Medium

General Info:

Lux is a high range poke mage that can take targets down from a really long range, but is completely reliant on hitting skill shots. She has some good zone control and reasonable wave clear and with the short cooldown on her ult it makes her a good overall midlaner. She does however lack any form of mobility and as a result is vulnerable to ganks.

In the early game Lux's trading pattern consists of hitting an ability and an auto attack right after to get a Thunderlord's proc. Her abilities are all skillshots so if you manage to dodge them you dodge pretty much all her damage aswell. If you however get hit you can always use your Q to get a shield, even if the Lux is out of range, just hit a minion with Q to get the shield without dealing the damage to the enemy.

After level 6 her Q > E > R combo can wipe the bigger part of a champion's health. As Kassadin you should be relatively tanky and it shouldn't really oneshot you in any point in the game. Try to use your ult to dodge away from the Lux Q if you can't dodge it without it. After Lux uses her Q you are free to go in and probably take her down since she is quite the squishy champion. In the lategame Lux's ult is on a really short cooldown and it gets even shorter if she gets a kill with it, try to kill her before she gets too much damage out.

Tips:  

  • If Lux ever misses her Q feel free to go in, she is really vulnerable at this point and won't be able to do much back to you for a few seconds.
  • Lux is immobile which should make her a good target for jungle ganks.
  • Her cooldowns are over 10 seconds in the early game, if she misses an ability can you win the trade.
  • Some extra mobility in the form of boots can really help you dodge skill shots if you're having trouble.

VS

Malzahar

Hard

General Info:

Malzahar has some really good pushing power in his kit and can deal a whole lot of damage in the early game if you let him. His passive allows him to negate crowd control and take 90% reduced damage from the first damage or cc that touches him. This makes him strong, but what makes him really strong is his level 6. Malzahar's ultimate allows him to lock someone down for 2.5 seconds and deal damage to the target. This makes him really strong at picking someone off and leave little counter play.

Before level 6, malzahar will usually be pushing in the lane with his E and Q while his voidlings deal with the remaining minoins. Try to get away from the minion that the E is on because if it dies while the E is still active, it will jump to a nearby target and refresh. This can be really annoying however since you are melee so don't be afraid to use your Q and E to farm from range. If this doesn't work just wait patiently at your turret since the pushing power from Malzahar will get the wave there eventually.

After level 6 you can still just farm at your turret, but this gives Malzahar the opportunity to roam around the map and set up kills with his ultimate. If you plan to go in on Malzahar, get his passive shield down first with your Q, wait for your Q cooldown and go in after. Malzahar's voidlings also go down in one hit so you can ult onto them and kill them. Once Malzahar starts getting items it's smart to get some MR items or you might get oneshot by his combo. If you aren't sure just bring a teammate to fight him, Malzahar can only ult 1 target and has to stand still to do so which gives your team the perfect chance to kill him.

Tips:  

  • Buying a QSS allows you to get out of his ultimate and hard counters Malzahar, buy it if you feel like you need it (which will be most of the time). Cleance won't stop Malzahar's ultimate since it is a supression
  • Malzahar has no escapes or mobility and his passive is easy to pop, this makes him vulnerable to jungle ganks and roams.
  • Don't stay close to a minion that has Malzahar's E on him, if it dies it might jump to you.
  • Malzahar's voidlings die in 1 hit, use your E and/or ult to kill them all quickly.

VS

Morgana

Medium

General Info:

Morgana is almost picked as a support and not seen mid that often, but it might happen so here we go. Morgana mid has really good lock down with her Q that will snare you for longer then you'd like if you get hit. Her W allows her to push waves quickly and her E negates any cc and absorb magic damage. This makes her a really safe laner that is hard to take down. However for her to really do something significant she will have to hit her Q and it is a slow animation so it should be dodgeable. Her ultimate deals damage to all champions in an area around her and after 3 seconds if they are still in range, they are also stunned.

For Morgana to do anything to you early she will have to hit a Q on you. If she can't do this you can just walk out of her W and nothing happens. Morgana's W does however push the wave quite fast which can be annoying at times. But as Kassadin you should be happy to farm under your turret and scale up. As long as you can dodge her Q not much will happen and you might even be able to poke her down with your own Q and even E. If you want to set up a gank on to the Morgana, make sure to pop the black shield with your Q before using your E since the black shield stops CC.

After level 6 be really careful of ulting close to Morgana. If you get too close she can cast her ultimate which stuns you after a short time. This sets her up for a free Q and W and that might be the end of you. If you keep getting hit by Q's it might be worth it to get a QSS to stop the lockdown. Morgana's damage isn't realy high enough to deal with the damage of a lategame Kassadin so in a 1v1 scenario you will always have the upper hand.

Tips:  

  • Buying a QSS allows you to get out of her Q snare and her ultimate stun
  • In lane try to stay behind minions as much as you can to deny her the possibility of hitting a Q
  • Try to break her shield with magic damage before using any cc since the shield will stop cc

VS

Orianna

Medium

General Info:

Orianna is often seen in the mid lane as she is one of the safer mid laners. She can farm from long range and has some good poke. Her abilities do however require a lot of mana so if she is consistently using them, keep an eye on her mana. Most of Orianna's damage comes by using her ball. Her Q allows her to re position her ball and deal a small amount of damage in it's path. Orianna's W creates a burst around her ball that deals damage. Her E can shield an allied champion for a small amount and again deals damage in the ball's path. The ultimate of Orianna creates an area around her ball that deals damage and pulls people to the center. She is a well-rounded champion that is almost always viable in the meta.

Orianna is basically the queen of the midlane and she can be really annoying to deal with in lane. She can deal damage, zone and shield and as such she will most likely have the advantage in lane. You should be able to get in some good trades but don't extend them too long. Orianna's passive give her auto attacks extra damage and with her short cooldowns she will have the advantage if the trades extend.

After 6 the only way you get killed in the 1v1 is if you get hit by an Orianna ult. Orianna's ultimate does give you a short amount of time get get out of it so you can ult or flash away from it. Using your ult to dodge away from the ball is key here and it should give you the edge you need.

Tips:  

  • Try not to stand to close to her ball as she can use her W to deal damage around it or cast her ulimate.
  • Both flash and Kassadin's ultimate allow him to get away from Orianna's ultimate, the animation isn't extremely fast so it shouldn't be too difficult to do.
  • The movement from Orianna's ball is best from side to side, so try to always stay behind the ball and not next to the ball.

VS

Ryze

Easy

General info:

After the insane amount of reworks, Ryze is in a pretty bad spot at the moment. He is rarely picked and has one of the lowest winrates of all midlaners. Ryze requires time to skill, just like Kassadin, so in that way the two champions are quite similar. Ryze has some short cooldowns on his abilities and can deal a lot of damage in a short time without much counterplay but is vulnerable after. His ultimate allows him to teleport multiple allied units to a target location which provides him and his team with some unique opportunities.

Before level 6 you should be able to win the lane simply by trading with your Q and standing behind minions. By staying behind minions (as long as they don't have Ryze's E on them) stops Ryze's Q damage and since he has no reliable way to stop your poke it shouldn't be too difficult. 

The later the game gets the scarier Ryze get's. For you as Kassadin it should never get to a point where he can win in a 1v1. Ryze's ultimate doesn't give him any extra combat power so at level 6 you should have the advantage. Any time you can bait out Ryze his W snare you can go all in right after and he will have nothing to stop you. Mercs can be valuable in this matchup.

Tips:

  • Ryze doesn't have any real mobility and is short ranged, so focus him in fights as he is an easy target with high damage.
  • Be careful of Ryze's E bouncing around and stay away from minions with the E on them to avoid taking extra damage.

VS

Swain

Medium

General info:

Swain is a weird champion. When he gets ahead he is an unkillable drain tank that just sits in the middle of a teamfight and deal massive amounts of damage. When he is behind howver he just kinda dies. This is probably why he will get reworked soon. In lane he relies on poking and zoning to scale up.

In the early game Swain is squishy and can easily be poked by Kassadin Q's. Swain also struggles with clearing waves quickly unless he uses both his Q and W on the wave. If he does this you can punish him by trading and winning the trade. If he doesn't use these abilities on the wave you can push him in and deny him farm since it's incredibly hard for a Swain to last hit under turret. This is also one of the few matchup where taking ignite or building a morellonomicon might be required.

After level 6 is where Swain gets scary. With his ultimate he has access to really high sustain but it does have high cooldown early game. If he uses it and turns it off you can look to go in and get a trade without him able to do much back to you. The longer the trade goes, the more it goes in the favor of Swain so get in a quick trade and get back out again. As the game goes on Swain will most likely pick up a few tank items which can make it difficult to kill him in a 1v1 before the lategame. If you can however get to the lategame and your team has access to some form of grevious wounds, you should be able to burst Swain down before you causes too much trouble.

Tips:

  • Swain has a really hard time farming under turret, try if you can force him under tower.
  • Swain is really good at extended trades and fights since it allows him to use the full potential of his ultimate. The best way to fight a Swain is in quick bursts of damage.
  • Get at least some form of Grevious Wounds on your team or it might be nearly impossible to kill Swain later in the game.
  • Swain's W has a high cooldown so if he misses it you can trade easier.

VS

Syndra

Medium

General info:

Syndra is a champion that looks quite easy but is actually quite difficult to play. This means that there is a big difference between a good and a bad Syndra. A good Syndra will be able to hit most of her Q's and W's and zone you away from the wave. A bad Syndra will be passive in lane and allow you to scale. Syndra's ult is by many percieved as a Press R and Die button, which can be frustrating to play against.

In the early game Syndra can realy mess you up, she has some high base damages and her cooldowns aren't too long so she can zone you away from the wave quite effectively. If you can however dodge away from her abilities, which are all skillshots, you can still win this lane. She has nothing to stop your Q poke so if you can poke harder than she can, the lane can still be won. Dont get her balls between Syndra and you since it allows her to get a free stun and land her full combo.

With your ultimate you should have the ability to dodge away from most of Syndra's abilities (except her R) and unless you missuse your ultimate, you shouldn't be able to die. In this matchup it might be valuable to pick up a early Banshee's Veil since it blocks an ability and gives you some valuable MR that might just help you survive her ultimate. Also a Zhonya's can negate her ultimate completely. Use your ultimate to dodge around her balls and kill her.

Tips:

  • Syndra's only defensive option is her E, if she uses it she is vulnerable
  • Zhonya's Hourglass can completely stop Syndra's ultimate
  • All Syndra's abilities are skillshots so early boots can help you dodge some of them.

VS

Talon

Medium

General Info:

Talon is an AD assasssin midlaner/toplaner that benefits heavily from a lethality meta. He has some insane mobility in his kit that allows him to get around the map quickly and get behind his targets without much trouble. This also allows him to get away from a lot of ganks and dangers unless he gets hard cc'd.

In the early game you can try to poke the Talon without much danger as long as you don't get hit by both parts of his W. If you however do, Talon can Q auto onto you and proc his passive which will pop an extra bleed on you which deals a whole lot of damage. If this happens at level 2 you might just die from it in combination with ignite. In general just avoid his W, if you do get hit walk away from him and try to farm up.

After level 6 he has even more oneshot potential with his ult. His ultimate makes him invisible so if you jump in or if he gets ganked he always has a choice. With his E that allows him to jump over walls and this ultimate he is also really good at roaming to sidelanes and pick up some quick kills there that can get him to snowball out of control. You should try to play safe and get some early armor, but don't give up all pressure mid since a roaming Talon isn't something your team will be looking forward to.

Tips:

  • Getting some armor in the form of Tabi's or a Seeker's Armguard can really hurt Talon's damage and deny his oneshot potential.
  • Talon can only jump over the same wall every so often.
  • Talon's level 2 is insanely strong and can kill you if you are not paying attention.

VS

Twisted Fate

Easy

General info:

Twisted fate is a squishy mage that is usually picked for his great ability to impact the map. He has some decent waveclear in his kit that also allows him to farm from a long range. Twisted Fate ususally doesn't play to win lane, however he could if you missplay against him. The strength of TF comes from his ultimate which reveals all enemy champions and allows him to teleport to a location on the map within a certain range.

In the early game Twisted Fate will most likely be pushing the wave with his AOE red cards and his Q. Try to avoid these as best as you can and poke the Twisted Fate out of lane. This should give you the opportunity to get a good farm and experience lead and it might even lead to an early kill.

At level 6 you both unlock your ultimate, this pushes the matchup in your favor since TF's ultimate doesn't offer him any direct combat power. With the Kassadin ultimate your can jump in, trade with the Twisted Fate and basically win the trade. This way you outpressure the twisted fate and push him out of lane. You have to be careful of the Twisted Fate roaming around the map and influencing other lanes. If he dissappears try to follow him and alert your team.

Tips:

  • After Twisted Fate picks a card he is vulnerable.
  • Try to communicate when TF goes missing.
  • Banshee's Veil prevent TF's ult from revealing you

VS

Veigar

Easy

General Info:

Veigar is a very niche pick in the midlane. He has relatively low range, his cc is dodgeable and he lacks mobility which makes it easy to abuse him for a lot of champions. His early game is generally considered very weak since he has to stack his AP to get strong which takes time. If he however can get through the lane and can stack up just fine he becomes a high burst AP midlaner that can oneshot squishy champions. Add this to his infinite scaling and he is a lategame terror. 

Early game Veigar can't do much, he will most likely try to stack up. This means you can try to trade with him and you should be able to win those trades. Kassadin's passive and Q shield will stop most of Veigar's damage pre level 6 and as such you can farm up and win the lane.

After level 6 Veigar gets a whole lot scarier. His ultimate can deal a whole lot of damage so you might need some extra MR. With your ultimate you can escape his stun cage so there shouldn't ever be a situation where you get hit by his full combo and die. As long as you can avoid his cage and don't get stunned you can win the trades, fight the Veigar and win the matchup.
Veigar got some smalls changes in 6.9. His ult now does more the damage the lower you are on health and he can also stack AP off of hitting champions with spells. You can probably still one-shot him, but if you are low on health and he has ult, RUN.

VS

Vel'Koz

Medium

General Info:

Vel'koz is a high damage control/poke mage that has access to potential huge amounts of true damage. If he hits 3 abilities on his enemy and procs his passive, he deals a chunk of true damage. If the passive is procced his ultimate will also deal true damage. He has really high range and is capable of farming from far away. His ultimate does require him to stand still and channel so certain champions can take advantage from that.

In the early game Vel'koz will try to proc his passive in trades. As Kassadin you can block some of the damage from his abilities, but you can't block his truedamage. Because of this it's important that you don't get hit by too many abilities in a short period of time. If you get 2 stacks on you just back off and wait for them to fall off. This way you can keep up with farm and not take too much poke.

After level 6 Vel'koz's ultimate gives him access to potential huge true damage. It is however a channeled ability and Kassadin's Q stops that. The matchup at this point basically means if you can dodge the Vel'koz knockup you should win the trade, but if you get hit by it he will win the trade. Obviously this isn't always the case but it should be a general guideline.

Tips:

  • All Vel'koz's abilities are skillshots, your ultimate gives you the opportunity to dodge alll of them.
  • Vel'koz ultimate is a channel and can be interupted with your Q.
  • Try to avoid him from proccing his Passive on you since it will deal a whole lot of damage.

Vel'koz is capable of farming and poking from an insane range, and is a lot like the Xerath Matchup. Pre 6 he will just poke and farm from a long range so that you can't trade back to him, try to dodge as much and farm to level 6. The one big advantage you have is that he has to stand still and channel to ult, you can either cancel his ult with your Q or take advantage of the fact that he is standing still and just kill him.

VS

Viktor

Medium

General Info:

Viktor has been out of the meta for quite some time now. He's still played sometimes and is in no way bad, he's just a lot worse than he was. This is because Viktor has a special set of items that allow him to get extra upgrades for his abilities. The first one however costs 1250 gold and as this is a high amount of gold in the early game. He does still have really good waveclear and can deal huge amounts of AOE damage.

In the early game Viktor is quite weak until he gets his first hexcore upgrade. Even though he is weak, he will still outtrade a Kassadin and you shouldn't go in for trades unless his Q and E are on cooldown. 

After level 6 you can dodge around his E, W and get out of his ultimate. This should greatly reduce the damage Viktor deals to you. His waveclear is annoying to deal with so the best thing you can do is draw him to a sidelane with you and fight him there, where you can chase him down and kill him.

Tips:

  • Don't ult into Viktor's gravity field as it will stun you
  • Most of Viktor's damage comes from his E, if you dodge it you might be able to win the trades.
  • Get away from Viktor's ultimate since it follows you, it travels faster if it moves towards Viktor so if you move away you can just walk out of it.

VS

Vladimir

Hard

General Info:

Vladimir is a short ranged sustain mage that really needs to scale in order to get strong. In the early game he can still be outtraded. After a few damage he can heal pretty much al the damage he takes so short trades aren't that useful in general. This allows him to scale up for free in most matchups.

In the early game Kassadin can't do much against Vladimir to win the lane, but the other way around also works. Vladimir can't really punish Kassadin and push him out of lane as long as you don't fight him when he has his empowered Q ready etc. Just farm up and scale basically for free.

After level 6 you won't be able to kill Vladimir. The best thing you can do in this matchup is try to farm up and get to the lategame where you can kill the Vladimir. It might be required to get some form of grevious wounds to reduce Vladimir's healing.

Tips:

  • Grevious wounds is probably required to kill Vladimir, especially lategame.
  • Vladimir's pool is his only defensive option and it has a long cooldown.
  • Don't fight Vladimir if his empowered Q is about to come up, wait for him to use it or for it to time out.

VS

Xerath

Medium

General Info:

Xerath is your typical poke mage. He will sit back far in the lane and will try to poke you out of lane. In order to fight Xerath can't get too close to his enemies or he will risk dying in an instant. His W and E are the only ways in his kit to peel enemies away from him. His ultimate allows him to kill targets from a insanely high range. However all his abilities are difficult to land skillshots which is why he is so difficult.

The early game, midgame and lategame don't change much about the matchup. All you have to do is dodge his skillshots, it's basically all you can do. You can hit your Q and absorb some of the damage with your magic shield, but it won't be enough for long after the early game. Get early boots to dodge as much as possible, use your ultimate to dodge his stun as it sets up his other abilities. A Banshee's can also help a lot in this matchup if you are struggling.

Tips:

  • If you can dodge his E you can ult in and kill him
  • Dodging is key, get boots if you need them

VS

Yasuo

Hard

General Info:

Yasuo is by many considered as a champion that has been overpowered for a long time. He scales like a monster and needs only two items to get 100% critchance. Besides this he also has some really good mobility. Because he feels so good, a lot of players will play too aggressive with him and feed. This is where his bad reputation comes from. A good Yasuo is difficult to deal with tho and can solo carry a game.

This matchup is really bad for Kassadin, Yasuo can dash into melee range consistently and trade with Kassadin. It's really difficult tor you to deal with this as he outdamages you and even has a shield to absorb a lot of your damage. The best thing you can do is stay away from the wave and let it come to you. Just stay far enough away that he can't dash onto you if he dashes through a minion. If you do this and wait to farm under your turret you might survive the lane.

After level 6 you still can't fight the Yasuo 1v1. His damage is too high and he can chase you down if you try to trade. Your best chance is if you want to fight him, to poke him down first and then go for an all in. In teamfights try to focus him down and kill him quickly as he's a squishy melee champion with high damage.

Tips:

  • Yasuo's passive shield disappears after a few seconds when he gets hit, try to poke him first before fighting him.
  • Fight away from your minions so he can't dash all over the place.
  • If you aren't in vision when you get knocked up, Yasuo won't be able to ult you.

VS

Zed

Hard

General Info:

Zed is a melee assassin that uses energy to cast his spells. He relies on outplaying his opponents to get ahead and can snowball out of control. If you aren't very well practised on Zed you can end up outplaying yourself however. He really is a champion that requires mastery to get his full potential. 

In the early game Zed requires his W to send copies of spells to trade. Dodging these is essential in the matchup. Keep an eye out for his energy levels. If he is on low energy he won't be able to trade back so this is the moment that you can go in for a trade of your own. In most cases however you will be on the back foot. You will need some armor in order to survive.

After level 6 the lane becomes even worse until you finish your Zhonya's Hourglass. His ultimate deals high damage and also creates an extra shadow for Zed. Wait with jumping away with R after he re-appears when he casts his ultimate, or he will just follow you to your ult location. Do that and you will survive most of the time. The longer the game goes, the better the chance gets of you winning the trade.

Tips:

  • If Zed uses hit W he is vulnerable for a short time as its his only way of movement except hit ultimate.
  • Zhonya's Hourglass can completely negate Zed's ultimate damage.
  • Zed's ultimate will follow you, wait for him to reappear before ulting/flashing away.

VS

Ziggs

Medium

General Info:

Ziggs is in many ways very similar to Xerath. Ziggs will stay far away and farm mostly with his Q and E. Ziggs however has some insane tower killing potential. If he gets some alone time with a tower he will kill it in no time. His W is his only way of getting away from danger. In fights he can deal a lot of AOE damage that can easily win fights if he hits it all. All in all a dangerous champion if you aren't careful.

This matchup doesn't really change in the early to midgame and lategame. Try to not stand too close to minions as Ziggs's Q will deal AOE damage if it hits them. Besides this all his abilities are skillshots and thus dodgeable. With your ultimate you should be able to get away from most of them or even jump right on the Ziggs and try to kill him since he doesn't have a lot of defensive options.

Tips:

  • The center of Ziggs's ultimate deals more damage, get out of it.
  • Ziggs passive deals bonus damage to turrets and his W can destroy turrets if they are low, keep Ziggs away from your turrets if you want to keep them.
  • Don't stand too close to minions as Ziggs Q deals AOE damage and it can damage you aswell.

Why play Kassadin Back to Top

Kassadin is a Mage Hypercarry champion. The longer the game goes, the stronger he gets up to the point where he is one of the strongest late game champions in the game. The mobility that Kassadin's ultimate provides gives him insane mobility that can be used both offensively and defensively and it makes it really hard to lock him down. If you manage to get through his weak and vulnerable early game you get rewarded by playing a really strong and fun mid/lategame character with lots of possibilities and playmaking.


Pros:

  • A really good roaming after level 6 with his Ult 
  • Very good at making picks late game with his ult and his insane burst
  • Kassadin's burst is often underestimated by a lot of players
  • Insane mobility and can Blink all over the map with his ult
  • Hard to pin down after level 6

Cons:

  • Requires a lot of mana, especially after using your ult a few times in a row
  • Has some issues against a lot of champions early game
  • Can be zoned of farm quite easily
  • Easily ganked pre level 6
  • To burst someone with your ult you open yourself up to ganks/counterplay
  • Difficult to use to it's full potential

Early Game Back to Top

Early Game/Lane Phase:

In the early game you are generally looking to farm as much as you can so you can buy your Rod of Ages asap. Kassadin has insane scaling on most of his abilities which makes his late game insanely strong, the trick is to get there. Try to play safe early if you think you can't win the early trades. Keep wards out to spot potential ganks (check the warding section) and get to the mid/late game.

As soon as you get your Rod of Ages you start scaling up really quickly and you shouldn't underestimate your power. If the match-up allows it, just jump in, do your combo and jump out again. By doing this you put a lot of pressure on your opponent and it will force him to back or to overstay, both of which are good for you.

Roaming:

Kassadin is really good at roaming after level 6, his ult gives him a lot of mobility which can be used to jump walls to get in a good flanking position behind your enemies. Just make sure that you try to push your wave and try to make the enemies unaware that you're going to roam.

Another thing you can do if you are stronger is try to bait your lane opponent to follow you in your roam. Just stop somewhere in a bush where you think he/she will also come by, surprise, free kill ;)

For some more on when/how to roam check the roaming section of the guide.

Mid Game Back to Top

Mid Game:

This is the time where the power of Kassadin starts to get noticeable. You will be able to burst really hard after you finish Rod of Ages (and its stacks) and Zhonya's Hourglass. You should by now have taken most if not all of the outer turrets and focusing on the inner turrets.

It is really advised that you try to get some vision in the enemy jungle. Kassadin is really good at making picks, especially on squishy carries. Get vision, wait until you see someone and get your free kill. Don't go off roaming away from your team too much because chances are that they really need you to either push towers or apply pressure.

If in any way you lost the early game, which will probably happen, try to do the same. However now get vision in your own jungle and the river, try to make picks with your team and then push your numbers advantage and take objectives. The only problem here is that you will not have finished your core items at the start of the mid-game when you are behind. Try to keep farming for your core items as they really increase your damage and threat by a lot.

The first team fights are also probably occurring during the Mid-game. Your job as an assassin is to take out the enemy back line. Wait until the enemy uses their cc abilities and then jump to the back line. Another important aspect of being able to take out the back line aside from the enemy cc is are whether their back line still has certain summoners and or escape spells. If you jump in the back line and both the APC and ADC immediately flash away and start kiting you, you might be in trouble. Pay close attention as to when your enemies use certain spells and time in the chat when they use their flash, heal, exhaust, cleanse or barrier. By doing this you also let your team know who still has summoner spells and who doesn't so that everyone is one the same page when engaging in a fight.

Late Game Back to Top

Late Game:

Kassadin is one of the hardest scaling champions in the game. Almost nobody should be able to survive against you late game. Your primary goal is to shut down the enemy carries by one-shotting them with your combo. You however have to be really careful since 1 hard cc can mean you die. In general just don't be greedy with using your Zhonya or flash to dodge cc and as soon as people start focusing you, you should get out.

Be careful however as the moment you jump in the entire team will most likely turn around to peel you away or kill you. If you die at the start of the fight without taking any priority target with you, the fight is probably lost.

Since it is late game you will usually want to be grouped with your team or be ready to teleport in. With baron buff look to split push away from your team to draw pressure, your mobility should allow you to reach any fight quicker than the person they send to stop you in your split push.

 

Warding Back to Top

Warding

Warding is a really important aspect in each stage of the game. In the early game Kassadin really needs good warding because you are either under your turret and need to know where and if your lane opponent is roaming or when you want to engage with your ult and need to know if the enemy jungler is waiting for you to engage. There are some general good warding spots for the lane phase that are good too keep vision over.

Warding-at-midlane-league-of-legends.jpg

Roaming Back to Top

What is roaming:

Roaming is a style of playing the game in which you leave your lane or your jungle in the laning phase to roam around the map and try to get something done in other places of the map. 

When to roam:

  • The first reason to roam is when you are too far behind in your lane and you feel like you can't lane anymore because you can't farm and/or get XP anymore. This shouldn't happen too often in the mid lane, but in certain match-ups it might happen. This is usually against someone that can one-shot you or dive/poke you under your tower and kill you. This might happen in match-ups against Leblanc, Zed, Yasuo or Xerath.
  • Another reason to roam is when you are really far ahead in your lane and you don't have much to take from your lane anymore. You've just killed you opponent, are still pretty healthy and you see that another lane is overextended.  You can push your own minion wave into your opponents tower and roam to one of the side lanes or to the enemy jungle to get some vision.
  • A last reason to roam is when you see a fight happen elsewhere on the map and you think you can have an impact on the fight by getting there in time. In this case you can just leave your lane, but preferable push it first, and rotate to the fight.

How to successfully roam:

  • First of all, if you are roaming to get kills in another lane, pay attention to them. If they suddenly start moving back, it probably means that you walked over a ward somewhere and your roam will most likely be a waste of time. 
  • You can also roam to counter jungle or get some deep vision in the enemy jungle. After you push your wave to your opponent's tower, you can invade into the enemy jungle, even better if your own jungler joins you, and place a few wards or take for example raptors.
  • In general if you want to roam, do it quickly and push your lane before you leave. If you take too long with your roam or you don't push your lane, you might lose more than you gained from roaming in the first place. If you take way too long you might even lose your tower, so take care.

Something you can also do is a fake roam. This is best done if you are stronger when you surprise your lane opponent. To do this you do the same things as with a normal roam, push in etc. but instead of roaming all the way to a side lane, you just go halfway and hide in a bush. If your opponent tries to follow you, you can surprise him/her and if he doesn't you can still decide to go for the full roam, get some quick vision or just go back to your lane.

About Me Back to Top

I'm currently a high-level Platinum player with low-mid diamond MMR. I spend more time theory crafting and thinking about the game than actually playing it, which is probably a bit weird...


I used to play a lot of Kassadin and he got me out of silver. I've switched to Top lane but I will still occasionally play Kassadin on lower ELO smurf accounts. Kassadin is the champion that originally helped me get from silver to plat in my second season playing.

9ba4be50f20d73470e076149d3b74f00.png

Kassadin is overall a really strong champion with some decent outplay potential.

He's also a lot of fun, just jumping all over the map killing everyone you see does give a certain satisfaction.

If you have any questions/suggestions or just want to get something off your chest, leave a comment and I'll answer as soon as possible. Also feel free to add me in game, I'd love to talk or help in any way I can. I'm usually on there every day.
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