Mentioned Kassadin, many people will immediately think of a card with the ability to counter mid lane mages. But in the current meta, Kassadin is considered a 1-rank mid lane mage Korean Challenge (ratings are based on win rate and picks and bans in 10.19). So today, we’ll go into Kassadin’s strength analysis in the current meta.
First, at the laning phase Kassadin will be a champion that focuses on farming rather than poking the enemy’s blood. Because it is a short-handed general, the most popular tower combo will be the Gem Footsteps and Doran’s Shield, with these 2, Kassadin’s health will not be reduced too much.
Kassadin should limit early fights with champions like Tristana or mid Lucian
If the opponent is a mage, then Kassadin can completely rush up to exchange skills with Q shots (magic shields will give Kassadin the advantage when exchanging), then retreat to recover with the supplemental gem. If the opponent has physical damage, then Kassadin needs to focus more on farming and only attack when the opportunity arises.
A useful trick is that if your opponent gains magic resist early and your top lane is physical damage, you can temporarily swap lanes to take advantage of the equipment.
If you farm on the right “progress”, you will have Truong Sinh Staff around 9-10 minutes. At this time, Kassadin has given himself enough to gank that is the super fast lane push combo (E + R), the ultimate skill, the Void Strike, enough energy for 4 times R and 1 Teleport. At this point, Kassadin can take advantage of his ability to roam with the jungle to gain advantages from big targets, kills to jungle resources.
Dragon buff buffs are a big help for late game champions like Kassadin
The 20 minute mark will be a breakthrough for Kassadin’s power with full stacks of both Scepter and Archangel’s Staff, at this time, Kassadin’s 1v1 ability is extremely strong, so it can push and create pressure. Great force for the enemy team.
With his skill set and equipment, Kassadin can “fly back and forth” between the enemy team for 5-10 seconds and still safely withdraw.
The Kassadin equipment required at this time will be the Hourglass, the Void Staff (or the Twin Blades of Disaster) and the Witch Hat. From this moment to the end of the game, this mage-assassin’s power will increasingly outperform the rest of the match, which means that Kassadin’s quest also increases greatly in teamfights. In addition to having to put damage to defeat the main force, Kassadin also needs to buy time, causing chaos for the enemy team with both his equipment and skills.
The trick at this time is that Kassadin will accumulate 4 jumps of the ultimate skill, the Ruin of the French (maximum damage) at home and choose the Teleport angle to defeat the main force of the enemy team.
If you do not fight, Kassadin can still push the lane very strongly (because very few solo generals 1v1 can be with Kassadin at the moment), breaking the turret is fast with W and withdrawing is also safe with R.
Basic complementary gem board for mid Kassadin
Ordering up the base equipment for Kassadin
Depending on the match you can change to some equipment such as Mercury Shoes, Ninja Shoes, Liandry Threat Mask, … to be able to survive and deal damage in the most effective way.
Kassadin’s skill plus priority will be R> Q> E> W, this order helps Kassadin to have single-target damage and quickly clear minions with R + W combo when reaching level 6.