Arrr, good patterns
- Arrr, uses spells to shape space, punish predictable movement or control an approach.
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Void Walker
Kassadin be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Kassadin has multiple gear paths; he can go caster via Mana and Trick Power or anti-caster wit' Cooldown Reduction and Magic Resist.
Kassadin's ultimate has many uses and be on a shorter cooldown than most, use it often.
Try to get th' Ancient Golem buff to counteract Riftwalk's increasing Mana cost.
Kassadin deals mostly magic damage. If he's doing well consider buying magic resist gear like Mercury's Treads and Banshee's Veil.
Each time Kassadin consecutively uses Riftwalk, he pays more booty and more booty mana. Keep this in mind as ye chase him.
It takes 6 spell casts fer Kassadin's slow, Force Pulse, to become castable. If he levels up that trick, judiciously use yer own skills while laning agin' him.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Kassadin be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kassadin be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kassadin has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
Old chart, matey. Recommendations await inspection. Kassadin be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kassadin be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, Situational AP purchase
Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishKassadin takes reduced magic damage and ignores unit collision.
Arrr, practical readVoid Stone be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishKassadin fires an orb of void energy at a target, dealing damage and interrupting channels. The excess energy forms around himself, granting a temporary shield that absorbs magic damage.
Arrr, practical readNull Sphere be a ranged cast involving protection or sustain and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishPassive: Kassadin's basic attacks deal bonus magic damage. Active: Kassadin's next basic attack deals significant bonus magic damage and restores Mana.
Arrr, practical readNether Blade contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishKassadin draws energy from spells cast in his vicinity. Upon charging up, Kassadin can use Force Pulse to damage and slow enemies in a cone in front of him.
Arrr, practical readForce Pulse contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishKassadin teleports to a nearby location dealing damage to nearby enemy units. Multiple Riftwalks in a short period of time cost additional Mana but also deal additional damage.
Arrr, practical readRiftwalk contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 646 | 400 Mana, arr | Pick th' first aboard basic trick |
| 2 | 727 | 463 Mana, arr | Stow another basic trick or rank |
| 3 | 813 | 528 Mana, arr | Stow another basic trick or rank |
| 4 | 902 | 597 Mana, arr | Spend one trick point |
| 5 | 995 | 669 Mana, arr | Spend one trick point |
| 6 | 1,092 | 744 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,193 | 822 Mana, arr | Spend one trick point |
| 8 | 1,299 | 902 Mana, arr | Spend one trick point |
| 9 | 1,408 | 986 Mana, arr | Spend one trick point |
| 10 | 1,521 | 1,073 Mana, arr | Spend one trick point |
| 11 | 1,638 | 1,163 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,758 | 1,257 Mana, arr | Spend one trick point |
| 13 | 1,883 | 1,353 Mana, arr | Spend one trick point |
| 14 | 2,012 | 1,452 Mana, arr | Spend one trick point |
| 15 | 2,145 | 1,554 Mana, arr | Spend one trick point |
| 16 | 2,282 | 1,659 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,422 | 1,768 Mana, arr | Spend one trick point |
| 18 | 2,567 | 1,879 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.