Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Kassadin

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.

MidArrr, mostly magic damageArrr, melee attacks
Arrr, usual roleMid
ClassArrr, assassin · Mage
DifficultyArrr, high · 8/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 150 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Kassadin does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

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.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Arrr, a failed commitment can leave no clean exit and little value until cooldowns return.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.

Arrr, riot ally tips

Use these while learning th' champion
1

Kassadin has multiple gear paths; he can go caster via Mana and Trick Power or anti-caster wit' Cooldown Reduction and Magic Resist.

2

Kassadin's ultimate has many uses and be on a shorter cooldown than most, use it often.

3

Try to get th' Ancient Golem buff to counteract Riftwalk's increasing Mana cost.

Riot foe tips

What an foe be told to watch fer
1

Kassadin deals mostly magic damage. If he's doing well consider buying magic resist gear like Mercury's Treads and Banshee's Veil.

2

Each time Kassadin consecutively uses Riftwalk, he pays more booty and more booty mana. Keep this in mind as ye chase him.

3

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, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Kassadin in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

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.

Arrr, fight rhythm

One short window carries much o' th' threat

Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, threaten a reachable priority target

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.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

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.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Kassadin?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

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.
SlowsShields
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, rEPEATED SHIELDS

Arrr, repeated shields

Arrr, Serpent's Fang

Anti-shielding can matter when repeated shields be protecting fit fer th' captain's eye targets.

Its offensive stats do nay fit every champion; another teammate may apply it more booty efficiently.
Arrr, bURST WINDOW

Arrr, burst window

Arrr, Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Kassadin fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

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.

Inspect this role
JungleUnestablished course

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.

Inspect this role
BotUnestablished course

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.

Inspect this role
SupportUnestablished course

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.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

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, Start with the component

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, Finish when it fits the fight

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, Coordinate coverage

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, Will the fight last long enough?

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

Kassadin tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Void Stone

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.

Q
Q trick

Null Sphere

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.

CooldownArrr, 9/8.5/8/7.5/7 secCost60/65/70/75/80Arrr, listed rangeArrr, 650 units
Arrr, cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.

Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

W
W trick

Nether Blade

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.

CooldownArrr, 7 secCost1
E
E trick

Force Pulse

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.

CooldownArrr, 21/20/19/18/17 secCost60/65/70/75/80Arrr, listed rangeArrr, 400 units
R
Ultimate

Riftwalk

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.

CooldownArrr, 5/3.5/2 secCost40Arrr, listed rangeArrr, 500 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, levels 1–18

Kassadin · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1646 Health, arr400 Mana, arr
Arrr, level 3813 Health, arr528 Mana, arr
Arrr, level 61,092 Health, arr744 Mana, arr
Arrr, level 111,638 Health, arr1,163 Mana, arr
Arrr, level 162,282 Health, arr1,659 Mana, arr
Arrr, level 182,567 Health, arr1,879 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickNull Sphere

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 9 secArrr, rank 2Arrr, 8.5 secArrr, rank 3Arrr, 8 secArrr, rank 4Arrr, 7.5 secArrr, rank 5Arrr, 7 sec
W
Basic trickNether Blade

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 7 sec
E
Basic trickForce Pulse

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 21 secArrr, rank 2Arrr, 20 secArrr, rank 3Arrr, 19 secArrr, rank 4Arrr, 18 secArrr, rank 5Arrr, 17 sec
R
UltimateRiftwalk

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 5 secArrr, rank 2Arrr, 3.5 secArrr, rank 3Arrr, 2 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1646400 Mana, arrPick th' first aboard basic trick
2727463 Mana, arrStow another basic trick or rank
3813528 Mana, arrStow another basic trick or rank
4902597 Mana, arrSpend one trick point
5995669 Mana, arrSpend one trick point
61,092744 Mana, arrFirst aboard ultimate rank normally available
71,193822 Mana, arrSpend one trick point
81,299902 Mana, arrSpend one trick point
91,408986 Mana, arrSpend one trick point
101,5211,073 Mana, arrSpend one trick point
111,6381,163 Mana, arrArrr, second ultimate rank normally available
121,7581,257 Mana, arrSpend one trick point
131,8831,353 Mana, arrSpend one trick point
142,0121,452 Mana, arrSpend one trick point
152,1451,554 Mana, arrSpend one trick point
162,2821,659 Mana, arrArrr, final ultimate rank normally available
172,4221,768 Mana, arrSpend one trick point
182,5671,879 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

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