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Template:Champion info Kassadin, The Void Walker is a champion in League of Legends. This is a custom rework for him.

Concept

- Right now I'm working on other concepts and, to relax and do something different apart of the aforementioned, I do this. Mostly by being enclosed inside my house for my safety and that of my family due to the current crisis existing in my country, Venezuela.

Perhaps this may work as much as may not, could be a bad investment of time from my part or a member of a country in developement with a laptop doing a better job than a videogame company? who knows, certaintly I do not.

I just know that these changes were done in half an hour of yesterday for fun.

P.S.: You want to know something funny? In the last ~two years that I have been playing this game again (I started with the beta, but I abandoned it and had to create another account due to the lack of interest for original account's password and begin from the bottom, two weeks before Jayce Jayce was released) was almost a week ago that I played Kassadin Kassadin for the first time... yes, this changes are made by a first timer with Kassadin Kassadin.

NOTE: To read the changes without feeling confused I'd recommend to begin reading Riftwalk Riftwalk, then jump into Void Stone Void Stone and then continue reading as normal.


Abilities

Void Stone

Void Stone

Kassadin takes 15% reduced magic damage and ignores unit collision.

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Null Sphere

Null Sphere

Active: Kassadin fires an orb of void energy at a target enemy, dealing magic damage.

  • Magic Damage: 80 / 105 / 130 / 155 / 180 (+ 60% AP)

Riftwalk Riftwalk: Null Sphere deals bonus damage against marked targets per stack of Riftwalk Riftwalk. The excess energy forms around Kassadin, granting him a shield that absorbs magic damage for 3 seconds.

This effect scales with ranks in Riftwalk.

  • Magic Damage per stack: 10% AP (+2% of Kassadin's max. mana)
  • Shield Strength: 80 / 120 / 160 (+ 35% AP)

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Nether Blade

Nether Blade

Passive: Every 5th basic attack Kassadin restores 5% of his missing mana, which greatly increases against champions. Either the double of this value or 10% of his max. mana is dealt as magic damage against monsters, the damage has a maximum cap of 200.

  • Restoration Vs. Champions: 20 / 25 / 30 / 35 / 40% Kassadin's missing mana

Active: Kassadin's basic attacks deal bonus magic damage and gains 15% (+1% per stack of Void Stone Void Stone) attack speed for 4 seconds. The first autoattack applies the passive, reseting its timer. Riftwalk Riftwalk: The Nether Blade is empowered, dealing 40 (+ 20% AP) additional damage marked champions while active.

  • Magic Damage: 30 / 45 / 60 / 75 / 90 (+ 20% AP)

This effect scales with ranks in Riftwalk.

  • Maximum Damage: 70 / 85 / 100 / 115 / 130 (+ 40% AP)

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Force Pulse

Force Pulse

Passive: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him, including his own spells.

  • Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 60% AP)
  • Slow: 30 / 35 / 40 / 45 / 50%

Active: Upon reaching 6 charges, Kassadin can emit a pulse of void energy, dealing magic damage and slowing enemies in a 80º cone in front of him for 3 seconds. Riftwalk Riftwalk: Force Pulse deals bonus damage against marked targets and Nether Blade's Nether Blade's cooldown is decreased by 0.75 seconds per stack of Riftwalk Riftwalk.

This effect scales with ranks in Riftwalk.

  • Magic Damage Per Stack: 30 / 40 / 50 (+ 10% AP)

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Riftwalk

Riftwalk

Active: Kassadin uses his void powers to blink to a nearby location, creating a blast of void energy that silences for 1 second enemy units within 150-range of the destination area. The silence cannot occur on the same target more than once every 7 seconds. While the on-target cooldown persists, Kassadin's basic abilities gain bonus effects.

  • Total cost of using Riftwalk n times: 75 / 225 / 525 / 1125 / 2325
  • Silence Duration for using Riftwalk n times: 1 / 1.25 / 1.5 / 1.75 / 2

Each subsequent Riftwalk in the next 10 seconds will cost the double and increases the duration of the silence by 0.25 seconds. The cost and silence increase can stack up to 4 times.

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Personal Notes, Pt.I - The Theoretical Problems
  • NOTE: I may be accertive with these points or not, remember: Is my first time... be gentle ( ͡° ͜ʖ ͡°).
  • Taking into consideration how Kassadin Kassadin is currently displayed (and despiced in Ranked), the proposed changes by Ryt0 and the problems pointed out by both sides, mostly the community, that this being has, I considered the following:
    • To my concerns, one of the following must be corrected, as correcting both would cause a possible slaughtering of Kassadin's Kassadin's essence, or core gameplay. The reason for this is that his ult should never be used for burst, you get damage or you get a position change, its unhealthy to have both with such a low cooldown.:
      • Riftwalk's Riftwalk's damage is almost ignored by the user, only using the ability as a gap-closer without interest of striking the target with it or not; however, by itself the ability has inmense damage with a low cooldown. Despite that, without Riftwalk Riftwalk Kassadin Kassadin is unable to be called an assassin.
      • Riftwalk's Riftwalk's ability to grant both inmense mobility and global presence with, what in simple terms is, a Flash Flash with a diminute cooldown. This, as everyone knows, grants him the might to escape any situation if he isn't locked down.
    • Null Sphere's Null Sphere's high silence duration and the ability's short cooldown causes the enemy target to be unable to escape from him, be this by mobility tools or locking him down.
    • If Riftwalk's Riftwalk's damage has a chance to be ignored, certaintly Nether Blade's Nether Blade's damage is ignored, right now the user's mentality has limited to Null Sphere Null Sphere + Force Pulse Force Pulse, not only excluding the rest of his kit and indirectly decreasing their damage output, but limiting to deal damage from a safe distance while being melee; letting the poor ability acumulating dust in W's space. Ryt0 is trying its best to push Kassadin Kassadin into melee combat as the melee assassin that should be, however, this proposed changes have left him impotent by gutting the damage of the rest of his kit.
    • He is almost the perfect anti-mage, countering any pesky champion that is a caster, that deals magic damage, lacks of mobility and the aforementioned combined, however:
      • He gets outclassed in outright burst engage fights by other assassins, such as Ahri Ahri, Fizz Fizz, LeBlanc LeBlanc and Zed Zed, however...
      • The main issue is that he possess a mixture of considerable damage, hard CC and inmense mobility; from the aforementioned examples they are limited to one rotation of their kit (Combo, to be precise), while Kassadin Kassadin has a potentially perpetual rotation, as this becomes unlimited with Riftwalk Riftwalk and Crest of the Ancient Golem Crest of the Ancient Golem.
    • With Nether Blade's Nether Blade's existing problem of not existing and the user's despice of melee aproach, Void Stone's Void Stone's bonus attack speed is useless.
    • Silly Ryt0 tried to make him be mana focused, to become Ryze Ryze with blink. It isn't bad, but at least they should first grant a higher amount of mana options, to fix mana itemization, if not then no (R.I.P. Banshee's Veil's Banshee's Veil's mana in peace).
    • Silly Ryt0 tries to decrease Riftwalk's Riftwalk's cooldown, if the problem is mobility then why to increase his movement speed and make a blink with a now possible 1.8 s with 40% CDR?


Personal Notes, Pt.II - The Theoretical Solutions
  • NOTE: I may be accertive with these points or not, remember: Is my first time... be gentle ( ͡° ͜ʖ ͡°).
  • Many things can be changed for both improvement and increasing his approaches, with the changes I have made I did the following:
    • Perhaps the most important changes were for Riftwalk Riftwalk:
      • After both playing Kassadin Kassadin and reading the PBE changes done by Ryt0 I do believed was more reasonable to extirpate its damage and turning the ability exclusively into a mobility tool. Yes, he still conserves his godly mobility; however, if he wants to kill not only needs to land the ability over his target, but now he does need to engage in melee range, even with Null Sphere's Null Sphere's and Force Pulse's Force Pulse's range.
      • Transported Null Sphere's Null Sphere's silence into Riftwalk Riftwalk to grant it a good initiation for execution, turning it into something to not be underestimated despite not dealing damage.
      • Due to the low cooldown I granted both the ability an static cooldown and the silence an on-target cooldown but, in turn, causing it at the same time to become a mark system for his basic abilities to be increased, encouraging a high-risk / high-reward playstyle aswell as making relevant striking the target with Riftwalk Riftwalk.
      • With the last point being said, caused Riftwalk's Riftwalk's stacks to be more relevant; just like it currently is, the more stack the higher is the damage, now is partially easier to reach the max. stacks as this are less but difficult for the mana costs, which are solved by Nether Blade's Nether Blade's passive.
      • Riftwalk's Riftwalk's current damage (720 (+180% AP), considering the max. stacks) was distributed between Kassadin's Kassadin's basic abilities. Theoretically, this was an equitative distribution of ~ 240 (+60% AP) damage for each; however, I couldn't, nay, I can't grant those values inmediatly, so subtle limitants were made for that, in the form of Riftwalk's Riftwalk's stacks.
    • Void Stone's Void Stone's remains with the same form that Ryt0 proposed, however the 15% ignored damage is now displayed as stacks like Force Pulse Force Pulse.
    • From here the true aphotic magic begins... so be silent:
      • Null Sphere's Null Sphere's conserves Ryt0's proposed damage, while the proposed magic shield was put into the bonus effect of the ability. The reason to maintain the new damage is because would be ridiculous to conserve the old values with my proposed changes; at max. stacks of Riftwalk Riftwalk, Null Sphere's Null Sphere's will deal 40% AP (+8% of Kassadin's max. mana) bonus damage, increasing the ability's damage up to 80 / 105 / 130 / 155 / 180 (100% AP) (+8% of Kassadin's max. mana), now you get why conserving the base damage? and lastly I doubled the shield's duration for trading's sake.
      • Nether Blade Nether Blade is underestimated... greatly. I combined deeply the elements of the current version and Ryt0's proposal into something that should change the player's psychology, and make them truly aware of its might:
        • First, this passive is the current passive with the elements of Ryt0's proposal. The strike is every 5th autoattack, but now this deals magic damage to monsters equal to the double of the mana gained or a damage treshold. With this I do something that greatly pleases me, aswell as fulfilling the dreams of many fanatics: Allowing Kassadin Kassadin to not be limited to the mid lane and letting him jungle. P.S: KassXJungle, shipping it so hard... lets turn the ship into a raceboat!.
        • Second, the active remains the same except for a minimal change (- 10% AP). Now not only the ability conserves its essence aswell as Ryt0's autoattack reset, but now actively grants Void Stone's Void Stone's bonus attack speed over the duration. Additionally, if for Ryt0's active mana restoration concerns, the first autoattack triggers the aforementioned passive, reseting its current timer.
        • With Riftwalk's Riftwalk's changes, its damage distribution and the additional buffs to this active there are no reasons to not engage, specially while having spell effects such as Rylai's Crystal Scepter Rylai's Crystal Scepter or Liandry's Torment Liandry's Torment.
      • Force Pulse Force Pulse remains almost the same by itself, has decreased damaged compared to the current and the slow remains the same. In addition the the bonus damage against marked targets the ability decreases Nether Blade's Nether Blade's cooldown. Allowing maintain a stable damage output.
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