Hey all, my IGN (Of which I'm assuming to be In Game Name) is Necroanimus and I'm here to contribute to the blog.
In short, to start out, I'll be talking about a champion I've picked up: Kassadin: The Void Walker
Kassadin is one of those characters you can really do a lot with. I've seen him built as pure AD, pure AP, pure Tank, or a mix of any of those three. Now, in my experience with Kassadin, since I've played a few games as him, I tend to go for a mix of AP and AD to maximize potential damage output in all fashions. Let's talk abilities shall we?
Kassadin's Passive is called Void Stone. In a nutshell, what it does is have Kassadin take 15% reduced magic damage and converts set 15% of damage into attack speed, making him great at making magic users useless and killing them quickly. Well, to be brutally honest, Kassadin is perfect for being a dick to magic users, he even says as a walking quote: "Your magic is useless against me" In which it kinda is. Let's talk about why...
Kassadin's Q is called Null Sphere. This is Kassadin's main form of dealing AP damage, so build this up first. Casting it shoots a sphere of what I assume to be Void Energy at the opponent, as this is single target, and silences them for a few seconds depending on it's level (starting at 1 second at lvl 1 and stopping at 2.6 seconds at level 5, still useful) In my games as Kassadin, this attack was usually how I landed my kills, as well as an E to Q combo if the enemy decides to run.
Next up is Kassadin's W, of which is Nether Blade. Now, Nether Blade is extremely useful for Kassadin if done right. If done wrong, it's still useful, just not in the way I like it to be. This ability is the main reason why I build both AP and AD as Kassadin. Nether Blade is both a passive and active ability. As a passive, it restores mana upon each basic attack. This is why I never buy mana potions at the start as Kassadin, because I know when I hit level 2 or 3 depending on who I'm laning against, I can rely on Nether Blade to help out. Now, a fun part about the passive half of Kassadin's Nether Blade, is that the mana restoration rate is tripled against enemy champions. This is particularly good if you get into long, drawn out team fights so you can keep up your mana as Kassadin. The active half of Nether blade is that it adds AP damage (Magic Damage) to Kassadin's basic attacks. Well that's fun right? How I usually use Nether Blade, the active half that is, is to finish off dying champions. Especially ones that lack magic resist. Nether Blade is actually a good reason why Kassadin is a really good assassin champion.
Now we get to his E, of which is Force Pulse (which might be an Ode to Star Wars. Who the hell knows?). Force Pulse is a charged ability that saps from spell uses around him. Now, I noticed playing in game as him the range the spells are casted in for Force Pulse to draw charges is extremely vague. It just says in his range. The actual range of it is 700 units, which is actually a really good range, all things considered. On Summoner's Rift it may not mean much, but on Twisted Treeline it means so much more. Force Pulse when activated sends out a wave of Void Energy (again, natural assumption here) that damages and slows the enemy champion for a percentage of their movement speed depending on level (starting at 30% at lvl 1 and stopping at 50% at lvl 5) for 3 seconds in a cone. Of which isn't actually a cone. It's like some fucked up trapezoid thing. Foce Pulse is useful for chasing down fleeing enemies or making a good getaway if your slick with the keys. Force Pulse for me is usually combo'd with Null Sphere whether or not I'm running or chasing. If I'm chasing (and if it's necessary) I'll ult into the enemy, then use Nether Blade for a quick kill.
Yay, the fun part. Kassadin's ult. His ult, or his R ability, is called Rift Walk. Rift Walk more or less is just a damage dealing version of Flash. Or that's what it's made out to be. Rift Walk, like Flash, allows Kassadin to teleport a few units away, but, it deals damage at both where he was standing and where he ends up, which isn't described in full in game. Which sucks. Rift Walk can also be used multiple times. Each use stacking to deal additional damage, BUT, costing additional mana per use within a few second range. Now, Rift Walk is PERFECT for assassination at early levels. If I'm in hiding in a bush and someone runs past me and is at low health (or at full health but running at an ally) then BOOM! Rift Walk into them, dealing magic damage, open up with Null Sphere, right into Nether Blade, when available Force Pulse, then Rift Walk again to deal some more damage before a kill is made. Rift Walk is perfect for chasing as well. The multi use feature and low cooldown time allows for Kassadin to just quickly make his way to his opponents and score quick kills although the multiple uses eat mana like a motherfucker. Now, Rift Walk is also great for escapes. Unlike Flash, Rift Walk has no limitations. If your target area is over a large wall or piece of environment, you bet your ass you're over there. This is great for getaways on Summoners Rift or getting to other lanes really quickly to pick up really good ganks.
Suggested Build:
Sorceror's Shoes (Homeguard on Summoner's Rift, Furor on Twisted Treeline)
MuraMana
Seraphs Embrace
HexTech GunBlade
Rod Of Ages
Sanguine Blade/Bloodthirster
Well, from me to you this was my review and general analysis on Kassadin. I hope you guys have fun using him and remember to add me on League! I'd love to play games with anyone really, so give it a shot! I'll also be practicing as Kassadin to forsee any potential changes.
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