Kassadin

The Void Walker

How this differs from the live game

  • Force Pulse (E) requires 6 casts around him to then cast
  • Riftwalk (R) can stack 10 times
  • Void Stone (P) transforms some magic damage prevented into attack speed

Build

Mid lane
Summoners
FlashIgnite
Start450g
Crystalline FlaskHealth Potion3Yellow Trinket
Core10,200g
Rod of Ages1Sorcerer's Shoes2Lich Bane3Rabadon's Deathcap4
Full build15,755g
Rod of AgesSorcerer's ShoesLich BaneRabadon's DeathcapZhonya's HourglassVoid Staff
Situational
Abyssal ScepterBanshee's VeilDeathfire GraspSeraph's EmbraceQuicksilver Sash

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are for Q, E and R, all of which deal magic damage with AP ratios. Armor seals cover melee last-hitting and AD jungle pressure; swap glyphs toward scaling AP only when the enemy mid/jungle cannot realistically punish you early.

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
3/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the standard 21/0/9 AP assassin page: deep offense for burst and magic penetration, with utility for Flash cooldown, mana sustain and Runic Affinity. Season 3 mid Kassadin expects blue buff, so Runic Affinity is the ninth utility point.

Skill order

ultimate at 6, 11 and 16

Void Stone

Null SphereQ
Nether BladeW
Force PulseE
RiftwalkR
  • Null Sphere (Q) takes points at levels 1, 4, 5, 7, 9.
  • Nether Blade (W) takes points at levels 2, 14, 15, 17, 18.
  • Force Pulse (E) takes points at levels 3, 8, 10, 12, 13.
  • Riftwalk (R) takes points at levels 6, 11, 16.

Max Q first for the reliable ranged silence and lane trade, then E for the stronger mid-game cone burst and slow. W is taken early for mana restoration but left until last because its active damage is the least useful part of the burst pattern.

Alternative — Against short-range lanes where Force Pulse can be charged consistently, Q at level 1 into E max was also playable for wave control and stronger skirmish damage.

Why these items

Openingsall within the 475 starting gold

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startDefault into most Season 3 mid lanes; Flask plus three Health Potions lets Kassadin absorb poke until level 6.

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startUse when the lane is not expected to shove or harass heavily and you want stronger early Q trades.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots startUse into skillshot-heavy or gank-heavy lanes where dodging and spacing matter more than raw stats.

Corein buy order

  • 1

    Rod of Ages2,800gRod of Ages was the classic first major item, giving Kassadin the health and mana to survive while scaling into repeated Riftwalks.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes add early magic penetration for Q, E and Riftwalk burst.

  • 3

    Lich Bane3,000gLich Bane converts Kassadin's constant spell casts and melee access after Riftwalk into a major single-target damage spike.

  • 4

    Rabadon's Deathcap3,300gRabadon's Deathcap turns the AP ratios on Q, E, R and Lich Bane into real assassination threat.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter when the enemy team has heavy magic damage and you can fight within aura range.

  • Banshee's Veil2,750gBuy Banshee's Veil when one spell catch decides fights and you need protection before committing with Riftwalk.

  • Deathfire Grasp3,100gBuy Deathfire Grasp when you are snowballing and need maximum single-target pick damage before your spell rotation.

  • Seraph's Embrace2,700gBuy Seraph's Embrace in very long games or mana-heavy games where you stacked Tear early instead of rushing pure burst.

  • Quicksilver Sash1,550gBuy Quicksilver Sash against suppressions or unavoidable crowd control that Cleanse cannot comfortably cover.

One build, written by a player. Newest first.

Write a Kassadin build
Rifting your way to Diamond!by XvslolWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start390g
Faerie CharmHealth Potion5Mana Potion
Core7,200g
Catalyst the Protector1Rod of Ages2Sorcerer's Shoes3Rabadon's Deathcap4
Full build15,455g
Seraph's EmbraceRod of AgesRabadon's DeathcapSorcerer's ShoesZhonya's HourglassVoid Staff

Runes and masteries

Runes

      Rune page

      Mid lane

      Statistics

        Masteries30 points21 / 0 / 9
        Offense21
        1/1
        0/4
        4/4
        0/2
        0/4
        4/4
        0/1
        3/3
        0/1
        1/1
        0/2
        0/2
        3/3
        1/1
        0/1
        0/3
        3/4
        1/1
        Defense0
        0/1
        0/3
        0/4
        0/2
        0/3
        0/3
        0/1
        0/2
        0/2
        0/1
        0/1
        0/1
        0/3
        0/3
        0/1
        0/3
        0/1
        0/1
        0/1
        Utility9
        1/1
        0/3
        3/3
        0/1
        0/1
        2/3
        3/3
        0/2
        0/4
        0/1
        0/3
        0/1
        0/2
        0/4
        0/3
        0/1
        0/1
        0/3
        0/1

        Not the author's. This is a 21/0/9 AP assassin page for the author's Sorcerer's Shoes, Rabadon's Deathcap, Void Staff, Rod of Ages, and Seraph's Embrace build. Offense takes magic penetration, AP scaling, CDR, Archmage, and Executioner, while Utility adds mana and summoner cooldown value for a mana-stacking Kassadin. Inferred from the build and text they did publish.

        Skill order

        ultimate at 6, 11 and 16

        Void Stone

        Null SphereQ
        Nether BladeW
        Force PulseE
        RiftwalkR
        • Null Sphere (Q) takes points at levels 1, 3, 5, 7, 9.
        • Nether Blade (W) takes points at levels 2, 14, 15, 17, 18.
        • Force Pulse (E) takes points at levels 4, 8, 10, 12, 13.
        • Riftwalk (R) takes points at levels 6, 11, 16.

        Not the author's. This maxes Null Sphere first for mid-lane silence and burst with Sorcerer's Shoes and early AP, then Force Pulse for fights once Kassadin has mana and AP from Rod of Ages and Seraph's Embrace. Inferred from the build and text they did publish.

        Why these items

        Openingsall within the 475 starting gold

        • Faerie CharmHealth Potion5Mana Potion

          Starting ItemsThe opening as the guide publishes it.

        Corein buy order

        • 1

          Catalyst the Protector1,200g

        • 2

          Rod of Ages2,800g

        • 3

          Sorcerer's Shoes1,100g

        • 4

          Rabadon's Deathcap3,300g

        Notes

        the author's own words

        Rifting your way to Diamond! — rated 9.7/10 from 27 votes on MOBAFire.

        What the guide does not publish: the guide shows its rune page as an image and never names the runes; the guide never fills in an ability sequence.

        Build by Xvslol, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/rifting-your-way-to-diamond-diamond-1-player-guide-with-vi-344742).

        Abilities

        per rank
        P

        Void Stone

        Kassadin takes 15% reduced magic damage and transforms this damage into bonus Attack Speed.

        Q

        Null Sphere5 ranks

        Kassadin fires an ethereal bolt of void energy, dealing damage and silencing the target for a duration.

        Damage
        60 / 105 / 150 / 195 / 240 + 60% AP
        Cooldown
        9s
        Cost
        70 / 80 / 90 / 100 / 110 Mana
        Range
        650
        W

        Nether Blade5 ranks

        Passive: Kassadin's basic attacks restore Mana. The Mana restored is tripled against enemy champions. Active: Kassadin's basic attacks deal additional magic damage.

        Damage
        30 / 45 / 60 / 75 / 90 + 30% AP
        Cooldown
        12s
        Cost
        25 Mana
        Range
        1
        E

        Force Pulse5 ranks

        Kassadin 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.

        Damage
        60 / 120 / 180 / 240 / 300 + 80% AP
        Cooldown
        6s
        Cost
        80 Mana
        Range
        400
        R

        Riftwalk3 ranks

        Kassadin teleports to a nearby location dealing damage to nearby enemy units. Additionally, multiple Riftwalks in a short period of time cause them to cost additional Mana and deal additional damage.

        Damage
        60 / 70 / 80 + 70% AP
        Cooldown
        7 / 6 / 5s
        Cost
        100 Mana
        Range
        700

        Matchup against

        62 champions, one-on-one
        • Ahri

          AhriEven

          Kassadin can punish Ahri after her crowd control is down, but Spirit Rush and Charm make it hard to force a clean all-in.

          Watch for Charm: it stops your Riftwalk follow-up and lets Ahri land both halves of Orb of Deception.

          How to beat

          Hold just outside Charm range and use Null Sphere to trade when she walks up for Orb of Deception. Do not Riftwalk straight at her while Charm is available; bait it sideways, then jump in during its cooldown and silence before she can Spirit Rush freely.

          Later Finished builds favor Kassadin in side lane if Ahri cannot tag Charm first, while Ahri is steadier in grouped pick setups. In teamfights, flank after she spends Charm or Spirit Rush charges instead of being the first target she sees.

          • Riftwalk diagonally, not directly through the Orb of Deception return path.
          • Null Sphere can interrupt her burst window before Fox-Fire and Spirit Rush unload fully.
          • If she uses Spirit Rush defensively once, count the remaining dashes before committing another Riftwalk.
          BuyBanshee's VeilMercury's TreadsAbyssal Scepter
        • Akali

          AkaliEven

          Both assassins want short burst windows, but Akali's Shroud and repeated Shadow Dance charges can punish Kassadin if he wastes silence early.

          Watch for Twilight Shroud: it denies your target access and stalls until Mark of the Assassin and Shadow Dance are ready again.

          How to beat

          Trade with Null Sphere before she marks you, then back out so she cannot consume Mark of the Assassin for free. Commit after Twilight Shroud is placed poorly or expires; if she still has Shroud, save Riftwalk to leave its edge rather than chasing into it.

          Later Kassadin has better map mobility and can choose side-lane fights, but Akali can still win if she gets repeated ult resets in a messy skirmish. In teamfights, silence her before she enters Shroud or peel away once she drops it.

          • Do not stand in Twilight Shroud waiting for Force Pulse charges; leave and make her re-engage.
          • Silencing Akali before she consumes Mark cuts a large part of her burst.
          • Riftwalk over terrain after her first Shadow Dance so she has to spend another charge just to follow.
          BuyBanshee's VeilAbyssal ScepterGuardian Angel
        • Alistar

          AlistarFavoured

          Alistar can deny one engage with his combo and ultimate, but he lacks the damage to kill Kassadin alone if Kassadin respects Pulverize range.

          Watch for Pulverize: it knocks you up long enough for Headbutt to end your trade or push you under danger.

          How to beat

          Stay outside melee range and poke with Null Sphere until he uses Headbutt or Pulverize for space. If Unbreakable Will is active, stop spending burst and use Riftwalk only to reposition; re-enter after the damage reduction ends.

          Later Alistar is not a side-lane duelist against Kassadin, but he is much more useful at starting and peeling grouped fights. Kassadin should ignore him unless he is blocking access to carries, then wait out Unbreakable Will and jump past him.

          • Do not Riftwalk into point-blank Pulverize unless you are finishing him.
          • Headbutt can ruin your chase by knocking you away from the real target.
          • Unbreakable Will removes your silence's follow-up value, so do not full combo into it.
        • Amumu

          AmumuEven

          Kassadin can kite and burst around Amumu, but Bandage Toss into Curse of the Sad Mummy gives Amumu enough lockdown to win extended close fights.

          Watch for Curse of the Sad Mummy: it stuns you in Despair range and prevents the Riftwalk reset you need to escape.

          How to beat

          Fight at the edge of Bandage Toss range and sidestep before using Riftwalk aggressively. If he misses Bandage Toss, silence and burst him, then leave before Despair and Tantrum grind the trade into his favor.

          Later Kassadin wins isolated side-lane control if Amumu cannot start with Bandage Toss, but Amumu's teamfight engage is far more reliable. In grouped fights, hold Riftwalk until Curse is used or enter from a flank outside its first cast radius.

          • Never stack Riftwalk mana costs while standing in Despair.
          • A missed Bandage Toss is your clearest all-in window.
          • If he still has Curse, keep one Riftwalk for after the stun ends.
          BuyBanshee's VeilMercury's TreadsSpirit Visage
        • Anivia

          AniviaUnfavoured

          Anivia's stun, wall, zone control, and Rebirth make Kassadin's burst pattern difficult to complete cleanly.

          Watch for Flash Frost: it stuns you during your Riftwalk entry and enables Frostbite plus Glacial Storm damage.

          How to beat

          Stay off the direct line of Flash Frost and pressure with Null Sphere when she uses Q on the wave. Commit only after Flash Frost is down and keep Riftwalk available to cross Crystallize; if Rebirth is ready, do not spend every cooldown just to create the egg unless you can finish it safely.

          Later Anivia controls grouped terrain and waveclear better, while Kassadin can threaten side lanes if he avoids being walled into Glacial Storm. In teamfights, attack from angles that force her to choose between stunning you or controlling your front line.

          • Riftwalk can cross Crystallize, so do not panic-cast it before the wall appears.
          • Silencing Anivia before Glacial Storm limits her ability to turn the ground into a no-go zone.
          • Track Rebirth; killing bird form without cooldowns left often loses the duel.
          BuyBanshee's VeilMercury's TreadsAbyssal Scepter
        • Annie

          AnnieUnfavoured

          Annie's point-and-click stun burst gives Kassadin very little room to outplay if he Riftwalks into her prepared Pyromania.

          Watch for Pyromania on Summon: Tibbers: the instant area stun catches your engage and lets Annie unload her full combo.

          How to beat

          Watch her stun counter and refuse the duel when Pyromania is ready. Poke with Null Sphere to break her setup, then commit only after she spends stun on a minion, shield setup, or another target; Riftwalk out immediately after your burst because Tibbers keeps dealing damage.

          Later Kassadin can outmaneuver Annie in side lanes once he has enough cooldowns and mana, but Annie remains deadly in grouped flash-stun fights. Enter fights late, after Tibbers or the stun charge is used, and do not be the first champion in her range.

          • Count Pyromania stacks before every Riftwalk forward.
          • Null Sphere silence is strongest before she reaches four stacks, not after Tibbers is already cast.
          • Do not fight inside Tibbers damage after your combo lands.
          BuyBanshee's VeilMercury's TreadsAbyssal Scepter
        • Ashe

          AsheFavoured

          Ashe can kite with slows and arrow, but Kassadin's Riftwalk lets him close repeatedly and silence her before she can sustain damage.

          Watch for Enchanted Crystal Arrow: it stops your first engage and gives Ashe time to create distance with Frost Shot.

          How to beat

          Approach from fog or over terrain so she has less time to line up Enchanted Crystal Arrow. If arrow is down or dodged, Riftwalk onto her, silence immediately, and keep enough mana for a second jump when Frost Shot slows you.

          Later Kassadin beats Ashe in side lane unless he eats a long-range arrow under bad conditions, while Ashe brings more reliable teamfight initiation. In grouped fights, do not front-to-back into Volley and Frost Shot; flank onto her after arrow is fired.

          • Riftwalk after Volley, not before, so she cannot slow you for free while you approach.
          • A point-blank arrow is still enough to lose the duel if you spent your escape jump.
          • Use terrain jumps to deny her long chase pattern with Frost Shot.
          BuyNinja TabiZhonya's Hourglass
        • Blitzcrank

          BlitzcrankFavoured

          Blitzcrank threatens picks, but in a fair duel Kassadin can avoid the hook angle and outdamage him after the knockup is spent.

          Watch for Rocket Grab: it drags you into Power Fist and Static Field, removing your ability to choose the fight.

          How to beat

          Keep minions or terrain between you and Rocket Grab, then punish when he misses it. If he holds hook, poke with Null Sphere and use Riftwalk sideways rather than straight at him; once Power Fist is down, he has little threat left.

          Later Blitzcrank still matters more as a pick support than a side-lane opponent, and Kassadin should not waste time dueling him unless he is isolated. In teamfights, wait for Rocket Grab to miss or hit someone else, then jump past him to the carries.

          • Do not Riftwalk in a straight line from max hook range.
          • Mana Barrier can make the last hit misleading, so keep one cooldown for after it appears.
          • Static Field's silence can interrupt your escape if you dive too deep.
          BuyMercury's TreadsBanshee's Veil
        • Brand

          BrandEven

          Kassadin resists some of Brand's magic damage and can burst him, but a Blaze setup into stun or full combo wins the fight for Brand.

          Watch for Sear on a Blazed target: it stuns you and guarantees Pillar of Flame plus Pyroclasm damage.

          How to beat

          Do not Riftwalk in after being tagged by Conflagration or Pillar of Flame because Sear becomes the fight-ending spell. Bait Sear first, then jump in with Null Sphere and Force Pulse; leave before Pyroclasm gets repeated bounces in a minion wave or tight space.

          Later Kassadin wins isolated catches if Brand misses Sear, while Brand's grouped area damage is much more punishing. Flank him from outside the minion wave so Pyroclasm cannot bounce efficiently between nearby targets.

          • Being affected by Blaze changes Sear from poke into a stun threat.
          • Avoid dueling Brand in a packed minion wave after level 6.
          • Null Sphere before Pyroclasm can prevent the instant return combo.
          BuyBanshee's VeilMercury's TreadsAbyssal Scepter
        • Cho'Gath

          Cho'GathUnfavoured

          Cho'Gath is too durable to burst cleanly and his silence plus Feast punish Kassadin for staying in melee range.

          Watch for Feral Scream: it silences you after Riftwalk and prevents the escape or second cast you need.

          How to beat

          Play at the edge of Rupture range and only take short trades when Feral Scream cannot immediately answer. Do not all-in a high-health Cho'Gath unless Feast is unavailable; use Riftwalk to dodge Rupture, not just to start damage.

          Later Cho'Gath usually wins the durable side-lane duel if he can force repeated trades, while Kassadin is better at bypassing him in teamfights. Your job late is to jump around Cho'Gath, not through his silence cone, and threaten softer targets.

          • If you Riftwalk into Feral Scream, you often cannot Riftwalk out before Feast range matters.
          • Rupture is easier to dodge if you move sideways before casting Riftwalk.
          • Do not measure the all-in by his visible health alone; Feast changes the execute line.
          BuyBanshee's VeilMercury's TreadsSpirit Visage
        • Corki

          CorkiEven

          Corki's mixed sustained damage and Valkyrie make him harder to pin than most marksmen, but Kassadin can win if he catches Corki without escape.

          Watch for Valkyrie: it breaks your melee follow-up and leaves a damage trail that punishes chasing in a straight line.

          How to beat

          Pressure with Null Sphere and wait for Corki to use Valkyrie defensively or for wave control. Riftwalk onto him only when you can land silence before he creates distance; if he Valkyries, cut across the trail instead of walking through it.

          Later Corki scales into strong grouped poke and sustained damage, while Kassadin has better flank and side-lane pick threat. In teamfights, avoid eating Missile Barrage on the way in and commit after Valkyrie is forced.

          • Do not chase down the full Valkyrie trail; jump across or disengage.
          • Silence before Gatling Gun ramps value and before Corki can cast Valkyrie.
          • His true-damage autos make pure magic durability less decisive than against mages.
          BuyNinja TabiZhonya's HourglassGuardian Angel
        • Dr. Mundo

          Dr. MundoUnfavoured

          Dr. Mundo's health, regeneration, cleaver slow, and ultimate make him difficult for Kassadin to kill before the fight turns into a chase.

          Watch for Sadism: it erases your burst window and lets Mundo keep running you down through repeated Riftwalks.

          How to beat

          Use Null Sphere and Force Pulse for short trades, then disengage before Burning Agony and cleavers stack too much health loss. Do not commit during Sadism unless he is already low enough to finish through the healing; bait the ultimate, leave, and re-enter after it fades.

          Later Mundo wins the long side-lane duel unless Kassadin is far ahead or has anti-heal support from his build or team. In teamfights, Kassadin should ignore Mundo when possible and dive the back line while teammates handle his regeneration.

          • Riftwalk sideways after Infected Cleaver; a single slow can force multiple expensive jumps.
          • Silence does not stop Sadism once it is already active.
          • Morellonomicon matters only if your magic damage can apply it while he is below the threshold.
          BuyMorellonomiconRylai's Crystal ScepterBoots of Swiftness
        • Evelynn

          EvelynnFavoured

          Evelynn can choose the first angle, but Kassadin's silence and mobility beat her once she is revealed and forced into a direct duel.

          Watch for Agony's Embrace: it slows you during her all-in and gives her the time to land repeated Hate Spikes and Ravage.

          How to beat

          Respect fog and keep enough health that her opener cannot force you to panic Riftwalk. Once she appears, silence immediately, then jump out of Agony's Embrace before returning with Force Pulse if she continues chasing.

          Later Kassadin is stronger in side-lane duels and can punish Evelynn once she shows, but Evelynn creates more uncertainty before fights start. Buy vision when her picks matter and avoid spending Riftwalk stacks before you know where she is.

          • Do not start a low-health recall in places where Shadow Walk can reach you.
          • Null Sphere right after she reveals delays her full spell chain.
          • Riftwalk out of Agony's Embrace first, then decide whether to chase.
          BuySightstoneBanshee's VeilTwin Shadows
        • Ezreal

          EzrealEven

          Ezreal can kite with Arcane Shift and Mystic Shot, but Kassadin wins if he forces the shift first and keeps mana for the second jump.

          Watch for Arcane Shift: it dodges your commit and resets the spacing Ezreal needs for Mystic Shot poke.

          How to beat

          Do not open with maximum-cost Riftwalk unless Arcane Shift is already down. Walk or threaten into range, use Null Sphere to force his escape, then Riftwalk after him and burst during the cooldown.

          Later Kassadin has better side-lane kill pressure if he can flank from fog, while Ezreal contributes safer poke in grouped fights. In teamfights, approach from angles that make Arcane Shift defensive rather than letting him kite backward through his team.

          • Minions can block Mystic Shot while you wait for Arcane Shift.
          • Save one Riftwalk specifically for after Arcane Shift.
          • Silencing Ezreal before he shifts is often better than spending damage after he is already out.
          BuyNinja TabiZhonya's Hourglass
        • Fiddlesticks

          FiddlesticksUnfavoured

          Fiddlesticks' fear, silence, and Drain punish Kassadin's short-range engage unless Kassadin interrupts the channel cleanly.

          Watch for Terrify: it makes you lose control after Riftwalk and sets up Drain or Crowstorm damage.

          How to beat

          Stay outside Terrify range until you can enter with silence first. If Drain starts, use Null Sphere to stop it; never spend silence on poke and then fight while Drain and Terrify are both available.

          Later Fiddlesticks is more dangerous in teamfights because Crowstorm can decide the fight before Kassadin reaches a carry. Kassadin should flank with vision control, interrupt Drain when dueling, and avoid jumping into a hidden Crowstorm channel.

          • Null Sphere cancels Drain, so hold it when the duel starts.
          • Mercury's Treads sharply reduce the fear window that gets you killed.
          • Do not chase into fog when Crowstorm is unaccounted for.
          BuyMercury's TreadsBanshee's VeilQuicksilver Sash
        • Gangplank

          GangplankEven

          Gangplank's cleanse, healing, and physical poke make him hard to lock down, but Kassadin can win if he avoids extended Parrrley trades and forces Remove Scurvy early.

          Watch for Remove Scurvy: it clears your silence's control value and heals through your burst timing.

          How to beat

          Take short trades after Parrrley is used on a minion or at max range, then back out before his autos and passive stack up. Try to force Remove Scurvy with partial damage before committing the full Riftwalk chain; if Cannon Barrage is dropped on you, jump out of the zone instead of fighting inside it.

          Later Gangplank is a stronger sustained physical duelist if Kassadin cannot burst him, while Kassadin is better at reaching back-line targets in chaotic fights. In teamfights, do not spend your whole combo into Remove Scurvy unless it opens a carry kill afterward.

          • Remove Scurvy can undo the timing advantage from Null Sphere silence.
          • Do not stand in Cannon Barrage waiting for another Riftwalk stack.
          • Armor is more valuable here than magic resist because Parrrley and autos carry the duel.
          BuyNinja TabiSeeker's ArmguardZhonya's Hourglass
        • Garen

          GarenUnfavoured

          Kassadin can poke and leave, but in a committed equal-item duel Garen's physical damage, silence window, and execute punish Kassadin's low sustained damage.

          Watch for Decisive Strike: the speed burst closes through your spacing and the silence stops Riftwalk from answering immediately.

          How to beat

          Hold just outside Decisive Strike range and tag him with Null Sphere when he walks up so Perseverance never gets free value. Do not Riftwalk into melee unless Decisive Strike is down and you have enough mana to hop back out after one rotation. If he saves Demacian Justice, disengage earlier than usual instead of trying to win at low health.

          Later Garen is still the sturdier side-lane duelist if he can force extended melee, while Kassadin is much better at choosing backline fights. Split only with deep vision and use Riftwalk to avoid the silence-execute all-in, then look to flank his carries instead of killing him first.

          • A single Null Sphere tap resets Perseverance, so deny his regen before leaving lane.
          • Riftwalk after Decisive Strike lands is too late if Demacian Justice is ready.
          • Do not stack Riftwalk mana cost just to burn through Courage; wait it out.
          • If he uses Decisive Strike to farm or cleanse a slow, that is your real trade window.
          BuyZhonya's HourglassGlacial ShroudChain Vest
        • Gragas

          GragasEven

          Kassadin resists Gragas's magic poke and can silence his combo, but Body Slam and Explosive Cask can interrupt clean Riftwalk trading.

          Watch for Body Slam: it catches your landing spot, slows you, and gives Gragas the setup for Barrel Roll or Explosive Cask.

          How to beat

          Stand off-angle from minions so Barrel Roll cannot both push and harass you, then trade after Gragas spends Body Slam. Use Null Sphere before he finishes a full combo, not after the cask has already displaced you. Commit only when Explosive Cask is down or when you can Riftwalk behind him to avoid being knocked back into his barrel.

          Later Kassadin outscales the isolated duel if he avoids displacement, but Gragas brings stronger instant disengage around grouped fights. In side lane, keep the wave moving and punish missed Body Slam; in teamfights, wait for Explosive Cask before jumping deep.

          • Void Stone makes his poke less decisive, so do not panic-Riftwalk from every Barrel Roll.
          • Body Slam can meet your Riftwalk landing if you jump predictably forward.
          • Silencing him during Drunken Rage or before Explosive Cask can break his burst rhythm.
          • Do not chase in a straight line through Barrel Roll slow.
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        • Heimerdinger

          HeimerdingerEven

          Kassadin can kill Heimerdinger if he reaches him cleanly, but turrets and grenade punish direct jumps into his setup.

          Watch for CH-1 Concussion Grenade: the direct stun locks you inside turret fire and stops the second Riftwalk out.

          How to beat

          Do not duel him in a prepared turret nest; thin turrets with spells from the edge and force him to move first. Riftwalk diagonally rather than straight at him so grenade is harder to center. Once grenade is down, silence him and burst before he can kite back through rockets and turrets.

          Later Kassadin wins open-map picks, while Heimerdinger is better at defending fixed ground and forcing you to enter bad zones. In side lane, rotate before his turrets anchor the wave; in teamfights, flank from outside the turret line and wait for grenade.

          • A turret nest changes the duel more than Heimerdinger's champion stats do.
          • Riftwalking onto him while grenade is available gives him the easiest stun of the matchup.
          • Hextech Micro-Rockets favor him when you are the closest target with no minions nearby.
          • Force him to leave his turrets before treating the fight as a real 1v1.
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        • Janna

          JannaFavoured

          Janna can deny one engage, but she lacks the damage to beat Kassadin alone once her disengage cooldowns are forced.

          Watch for Monsoon: it knocks you out of melee range and resets the fight after your Riftwalk commit.

          How to beat

          Use short Riftwalks to make her spend Howling Gale or Monsoon defensively, then back off until you can re-enter. Silence her before the second part of the trade so she cannot chain shield, slow, and disengage cleanly. Do not chase forever through Zephyr movement; take the cooldown win and re-engage from fog or over terrain.

          Later Kassadin dominates the side-lane duel, but Janna's value is stopping your assassination in teamfights. In grouped fights, bait Monsoon with a partial commit or flank from an angle where the knockback does not push you away from every target.

          • Do not spend your full burst into Eye Of The Storm if Monsoon is still up.
          • Null Sphere before her disengage sequence can deny the clean shield-and-run pattern.
          • Howling Gale is easiest for her when you Riftwalk in a straight line from vision.
          • She is a cooldown puzzle, not a damage race.
        • Jarvan IV

          Jarvan IVUnfavoured

          Jarvan's physical burst and terrain control make the equal duel dangerous even though Kassadin can blink out of Cataclysm.

          Watch for Dragon Strike plus Demacian Standard: the knockup catches your Riftwalk landing and gives Jarvan his full physical trade.

          How to beat

          Keep enough range that Jarvan must show Demacian Standard before Dragon Strike can connect, then Riftwalk sideways rather than backward. If he uses Cataclysm first, leave the arena immediately and punish after his gap closers are gone. Never stand and trade through Martial Cadence plus armor shred unless you already forced the knockup.

          Later Jarvan remains better at starting teamfights and locking down teammates, while Kassadin is better at cleaning the backline after Jarvan commits. In side lane you can escape Cataclysm, but not repeated physical all-ins if you waste Riftwalk mana before the fight starts.

          • Cataclysm walls do not trap Riftwalk, but the damage and follow-up still matter.
          • His first basic attack with Martial Cadence is a large part of the trade; avoid giving it for free.
          • Silence after he flags but before follow-up abilities can buy a narrow disengage window.
          • Armor matters more here than magic resist.
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        • Jax

          JaxUnfavoured

          Jax wins extended melee and can follow Kassadin's first blink with Leap Strike, forcing Kassadin to play for short trades only.

          Watch for Counter Strike: it reduces your area damage, denies Nether Blade autos, and threatens the stun when you try to leave.

          How to beat

          Do not start with Riftwalk unless Leap Strike or Counter Strike is already committed. Poke with Null Sphere, wait for Counter Strike to expire, then take one burst trade and disengage before Grandmaster's Might attack speed stacks. If he holds Leap Strike, keep a second Riftwalk available rather than spending mana on repeated damage stacks.

          Later Jax becomes the stronger side-lane duelist and tower threat, especially if he gets onto you with cooldowns ready. Kassadin should answer waves briefly, avoid isolated all-ins, and use teamfight mobility to kill targets Jax cannot peel for.

          • Riftwalk damage is area damage, so Counter Strike blunts more of your combo than it first appears.
          • Do not auto with Nether Blade into Counter Strike unless you are only baiting it.
          • If Jax Q follows your first blink, your second blink is the real escape.
          • His duel improves the longer both champions stand still.
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        • Karthus

          KarthusFavoured

          Kassadin's magic reduction, silence, and mobility let him dodge Lay Waste and interrupt Karthus before Defile can win the DPS race.

          Watch for Death Defied: even after you win the duel, Karthus can keep casting and punish a greedy low-health finish.

          How to beat

          Keep moving between Lay Waste casts and Riftwalk only when you can land outside predictable Q chains. Silence him as you enter so he cannot immediately Wall of Pain or stack damage during Defile. After the kill, leave Death Defied range instead of standing in Defile for extra autos.

          Later Kassadin wins the side-lane duel and can pick Karthus before channels matter, but Requiem still affects fights globally. Track his passive after takedowns and save enough health or stasis to survive the post-death spells.

          • Null Sphere can stop Requiem if you are close enough during the channel.
          • Void Stone is excellent here, but it does not make Death Defied harmless.
          • Riftwalk diagonally through Wall of Pain instead of walking along it slowed.
          • Do not finish him under low health unless you can immediately leave Defile.
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        • Katarina

          KatarinaFavoured

          Kassadin's silence directly breaks Katarina's Death Lotus and his burst trading is stronger when resets are not involved.

          Watch for Death Lotus: if Null Sphere is down, it forces you to Riftwalk away or eat her main damage channel.

          How to beat

          Hold Null Sphere for Death Lotus unless you can kill her during the silence. Trade after she uses Shunpo aggressively, then Riftwalk to where she cannot instantly follow with another target. Do not fight beside low-health units or teammates where Voracity turns a duel into a reset chain.

          Later Kassadin remains favored in the isolated duel, while both champions look for backline cleanup in teamfights. Your job is often to save silence for her ultimate, then use Riftwalk to clean up once her reset threat is gone.

          • Null Sphere is the clean answer to Death Lotus; do not waste it on poke when she can all-in.
          • If she Shunpos to you first, she has fewer ways to follow your exit.
          • Avoid dueling near a dying minion wave if Bouncing Blade bounce setup gives her free damage.
          • Her reset passive is mostly irrelevant in a true 1v1 until other champions enter.
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        • Kayle

          KayleUnfavoured

          Kayle's ranged sustained damage and Intervention deny Kassadin's burst timing, making the equal duel difficult unless she wastes ultimate.

          Watch for Intervention: it blanks your burst window and lets Kayle keep attacking while your Riftwalk stacks cost mana.

          How to beat

          Stay outside Righteous Fury attack range until you are ready to force a cooldown, then use a light trade to bait Intervention rather than committing everything. Silence her before Reckoning or Divine Blessing if you can, then disengage until the invulnerability ends. Re-enter only if you have enough mana for both damage and escape because Kayle wins long ranged chase trades.

          Later Kayle is the better straight side-lane duelist when Intervention is available, while Kassadin is better at choosing targets she cannot ult in time. In teamfights, force Intervention on someone else or wait it out before diving her carry line.

          • Do not full-combo into Intervention; make her cast it on a partial engage.
          • Righteous Fury turns the matchup from melee into ranged DPS, so short trades matter.
          • Reckoning's slow can force extra Riftwalk mana if you start too close.
          • If Intervention is down, the duel swings sharply toward Kassadin's burst.
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        • Kennen

          KennenEven

          Kassadin can burst Kennen through magic damage trades, but Mark of the Storm and Slicing Maelstrom punish careless melee commits.

          Watch for Slicing Maelstrom: it stacks Mark of the Storm while damaging you, turning your engage into a stun zone.

          How to beat

          Avoid taking free marks from Thundering Shuriken or Electrical Surge before you jump. Riftwalk in after Lightning Rush is used or when Kennen has no mark setup, then silence and leave before the third mark lands. If he casts Slicing Maelstrom, blink out immediately and re-enter after the storm ends.

          Later Kassadin is stronger at side-lane picks if he controls mark stacks, while Kennen can decide grouped fights with a multi-man ultimate. In teamfights, do not be the first champion into Slicing Maelstrom; flank after it starts or after Zhonya-like stasis effects are forced.

          • Count your Mark of the Storm stacks before committing; two stacks means no greed.
          • Lightning Rush can dodge your follow-up path and set up the ultimate, so wait it out when possible.
          • Null Sphere silence is strongest before he can chain Electrical Surge into stun.
          • Void Stone helps, but crowd control is the real danger.
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        • Kog'Maw

          Kog'MawFavoured

          Kassadin can close on Kog'Maw and burst him before his percent-health ranged DPS wins, as long as he respects the death explosion.

          Watch for Bio-Arcane Barrage: it extends Kog'Maw's range and turns a delayed engage into a losing DPS trade.

          How to beat

          Do not walk at him through Bio-Arcane Barrage and Void Ooze; use fog, terrain, or a direct Riftwalk angle to skip the slow zone. Silence him on arrival so he cannot layer Ooze and artillery while kiting. After killing him, immediately Riftwalk away from Icathian Surprise instead of chasing the corpse path.

          Later Kassadin should still win the isolated pick, but Kog'Maw becomes much harder to reach behind peel. In teamfights, do not front-to-back into his W range; flank after slows and shields are used, then leave before the passive explosion.

          • Void Ooze is the line you do not walk through; blink over it or wait.
          • Bio-Arcane Barrage punishes hovering just outside melee, so either commit or leave.
          • Living Artillery reveals you, making repeated fog re-engages harder.
          • Always budget one Riftwalk after the kill for Icathian Surprise.
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        • Lee Sin

          Lee SinUnfavoured

          Lee Sin's early physical burst, reveal, and displacement punish Kassadin before he can turn the fight into repeated blink trades.

          Watch for Sonic Wave / Resonating Strike: if it lands, Lee Sin follows your first movement and converts missing health into burst.

          How to beat

          Fight behind minions or from angles where Sonic Wave cannot start the duel. If Q misses, you can step in for Null Sphere and a short Riftwalk trade, then leave before Flurry autos and Tempest damage add up. Save Riftwalk until after Dragon's Rage if he is in kick range, because the displacement can put you back into his follow-up.

          Later Kassadin scales better for backline access, but Lee Sin remains dangerous in isolated skirmishes if he lands Q first. In side lane, clear and move rather than brawling; in teamfights, wait for him to use Dragon's Rage defensively before diving.

          • A missed Sonic Wave is your best trade window.
          • Tempest reveals you, so brush jukes after Riftwalk are less reliable.
          • Dragon's Rage can interrupt your escape path by kicking you toward danger.
          • Armor or stasis is much more valuable than magic resist here.
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        • Leona

          LeonaEven

          Leona rarely kills Kassadin alone without allies, but her chain crowd control can lock him long enough to make a duel messy and a teamfight deadly.

          Watch for Zenith Blade: it starts the crowd-control chain by pulling Leona to you and enabling Shield of Daybreak.

          How to beat

          Hold range just outside Zenith Blade and punish when it misses; Leona has little solo damage if she cannot start the chain. If she lands it, use Riftwalk after the stun sequence rather than buffering into more control. Commit only when Eclipse has faded, because fighting through its defenses wastes your burst.

          Later Kassadin wins the isolated side-lane interaction by leaving whenever he wants, but Leona's real value is locking him down for her team. In teamfights, never be the first target Zenith Blade or Solar Flare can start on; enter after her engage is spent.

          • This matchup is more about where you meet her than whether you can kill her.
          • Eclipse makes your burst look worse than it is; wait out the resistance window.
          • Solar Flare can catch your landing if you always Riftwalk straight forward.
          • Without an ally to trigger Sunlight, her solo threat drops heavily.
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        • Lulu

          LuluEven

          Kassadin can reach Lulu, but Whimsy, shields, and Wild Growth can deny his burst long enough for her to kite out.

          Watch for Whimsy: the disable or speed swing interrupts your burst timing and prevents a clean second cast sequence.

          How to beat

          Bait Whimsy with a short Riftwalk toward her, then back off before committing the full combo. Re-enter when Whimsy is down and silence before she can chain Help, Pix! into Wild Growth. If she holds Wild Growth, plan to disengage after forcing it rather than spending all mana into the bonus health.

          Later Kassadin can win side-lane catches if Lulu is alone and cooldowns are down, but Lulu's teamfight peel is a major obstacle to assassinations. Force her defensive spells on herself or another ally, then swap targets quickly with Riftwalk.

          • Whimsy is the cooldown that decides whether your combo actually happens.
          • Wild Growth can knock you up at melee range, so do not stand on top of her after forcing it.
          • Glitterlance slow makes walking re-engage poor; use Riftwalk angles instead.
          • Help, Pix! can make your first burst fail without meaning the fight is lost.
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        • Lux

          LuxFavoured

          Kassadin wins if he dodges Light Binding, because his mobility and silence let him collapse on Lux before her long cooldowns cycle again.

          Watch for Light Binding: it roots you long enough for Lucent Singularity and Finales Funkeln to land together.

          How to beat

          Approach from the side of the wave so Light Binding cannot use minions as a safe line. If binding misses, Riftwalk in immediately, silence her, and burst before Prismatic Barrier returns. Do not chase through Lucent Singularity slow if your Riftwalk mana is too high; reset and repeat the cooldown punish.

          Later Kassadin is favored in side-lane picks, but Lux can still decide grouped fights with binding into laser from long range. In teamfights, flank from outside her vision and do not enter until Light Binding is used or cannot hit you cleanly.

          • The matchup is easy only after Light Binding misses or is unavailable.
          • Null Sphere silence can stop the follow-up spell chain once you arrive.
          • Riftwalk sideways around Lucent Singularity rather than crossing the slow field on foot.
          • Prismatic Barrier often forces a second rotation, so keep escape mana.
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        • Malphite

          MalphiteUnfavoured

          Malphite's durability, movement-speed steal, and physical-leaning armor build make him difficult for Kassadin to kill before he forces a knockup trade.

          Watch for Unstoppable Force: it removes your spacing, knocks you up, and guarantees Malphite's follow-up before Riftwalk can respond.

          How to beat

          Break Granite Shield with Null Sphere before any real trade, then back off until the shield stays down. Keep enough distance that Seismic Shard does not let him walk into ultimate range for free. After Unstoppable Force is used, Riftwalk out of Ground Slam range and only re-enter if his shield and main cooldowns are gone.

          Later Malphite is the better front-to-back teamfight starter, while Kassadin is better at ignoring him and killing softer targets. In side lane, Kassadin can avoid death with Riftwalk but rarely kills a tanky Malphite quickly; use wave pressure to leave and flank instead.

          • Do not spend a full combo into Granite Shield.
          • Seismic Shard stealing speed often forces a defensive Riftwalk before the real engage.
          • Ground Slam's attack-speed reduction does not matter much to Kassadin, but its damage and proximity do.
          • Treat Unstoppable Force as a teamfight cooldown even in the duel.
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        • Malzahar

          MalzaharUnfavoured

          Malzahar is one of the few mages who can stop Kassadin after he enters, because Nether Grasp locks him in Null Zone long enough to win the trade.

          Watch for Nether Grasp suppresses Kassadin during his commit and lets Malzahar stack Null Zone and Malefic Visions damage while Riftwalk is unavailable.

          How to beat

          Do not Riftwalk directly onto Malzahar while his ultimate is ready unless you can kill him through one rotation. Poke with Null Sphere to break his rhythm, wait for him to use Call of the Void or Malefic Visions on the wave, then take a short R-Q-E trade and leave before he can set up the suppression. If he misses Nether Grasp or uses it elsewhere, Kassadin can chase him down easily.

          Later Finished builds still favor Malzahar in a pure 1v1 if he has suppression available, but Kassadin is better at choosing fights and killing other targets. In teamfights, flank around Malzahar rather than starting on him; force him to hold Nether Grasp defensively or punish him after it is spent.

          • Null Sphere's silence can interrupt Malzahar before he casts Nether Grasp, but it does not help after you are already suppressed.
          • Do not stand in Null Zone just to finish a combo; Riftwalk out and re-enter after the channel window passes.
          • Voidling damage matters in long trades, so avoid fighting beside a stacked wave and pet.
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        • Master Yi

          Master YiUnfavoured

          Master Yi wins extended equal-item duels because Alpha Strike dodges part of Kassadin's burst and Highlander keeps him glued through Riftwalk spacing.

          Watch for Alpha Strike can avoid Null Sphere or Force Pulse timing and puts Yi back in melee range to continue the all-in.

          How to beat

          Hold enough distance that Yi must spend Alpha Strike to start, then Riftwalk as he lands instead of before he disappears. Use Null Sphere to stop Meditate if he tries to reset the fight, and only commit when Highlander is down or his health is already low enough for one rotation. If Highlander is active, play for terrain and repeated Riftwalks rather than trading autos.

          Later Yi becomes more threatening in the side lane because his sustained DPS outscales Kassadin's single rotation. Kassadin should avoid isolated long fights and instead use teamfight flanks to silence and burst Yi before he gets a reset or after he commits onto someone else.

          • Do not throw Null Sphere into Alpha Strike's cast window if you can wait for him to reappear.
          • Force Pulse's slow is much less valuable during Highlander, so treat it as damage rather than peel.
          • Interrupting Meditate with Null Sphere is often the difference between a kill and a lost duel.
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        • Miss Fortune

          Miss FortuneFavoured

          Miss Fortune has dangerous front-loaded damage, but Kassadin can blink out of Bullet Time and force her into a short-range burst fight she cannot kite well alone.

          Watch for Bullet Time punishes a straight-line chase and can erase Kassadin if he stays in the cone after committing.

          How to beat

          Approach from the side rather than through minions, since Double Up and Make It Rain are best when you path predictably. Riftwalk onto her after Make It Rain or Double Up is used, silence her, unload Force Pulse, then instantly reposition out of Bullet Time if she channels it. She loses once Strut is broken and the fight becomes repeated short blinks.

          Later Kassadin wins the side-lane duel unless Miss Fortune has heavy protection nearby. In teamfights, do not spend Riftwalk before she channels Bullet Time; either cancel her with Null Sphere or blink out and return after the cone is wasted.

          • Break Strut with Null Sphere before chasing so she cannot keep max spacing.
          • Riftwalk diagonally out of Bullet Time, not backward through the cone.
          • Avoid standing behind low minions where Double Up can crit you for free poke.
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        • Morgana

          MorganaEven

          Morgana can deny Kassadin's silence and burst with Black Shield, but if he baits the shield first he can repeatedly dodge her binding and win short trades.

          Watch for Black Shield blocks Null Sphere's silence and absorbs enough magic damage to ruin Kassadin's commit window.

          How to beat

          Stay outside Dark Binding angles and use Riftwalk laterally, not straight at her. Pressure with movement until Black Shield is used, then wait it out or break it before committing with Q-E. If Soul Shackles starts, Riftwalk out of tether range immediately unless she is already in lethal range.

          Later In side lane, Kassadin can usually force Morgana away but may struggle to kill her through Black Shield and sustain. In teamfights, Kassadin should not open on a shielded target; he waits for Black Shield to be assigned, then dives the exposed backline.

          • Null Sphere into Black Shield is usually a lost trade, not neutral poke.
          • Riftwalk sideways after Dark Binding starts; its threat is the root that lets her set up Soul Shackles.
          • If she uses Black Shield on an ally, Morgana herself becomes a much easier target.
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        • Nasus

          NasusUnfavoured

          Nasus survives Kassadin's burst, slows him with Wither, and wins the long melee fight with Siphoning Strike and Fury of the Sands.

          Watch for Wither removes Kassadin's ability to keep spacing after Riftwalk and lets Nasus force an extended fight.

          How to beat

          Take only short trades before Nasus can stack enough durability: Riftwalk in, Q-E, then leave before Wither ramps and Fury of the Sands burns you down. If he casts Wither early, use Riftwalk over terrain or away from his follow-up instead of trying to finish the trade. Do not fight him during Fury of the Sands unless he is already low enough to die instantly.

          Later Nasus heavily wins the finished side-lane duel and will force Kassadin off towers if left alone. Kassadin's job becomes wave control and teamfight access: avoid matching Nasus for long, and use mobility to kill carries while Nasus walks through the fight.

          • Wither is worse for your escape than for your damage, so save Riftwalk for after it lands.
          • Do not stand in Spirit Fire during an all-in; the armor shred helps his Siphoning Strike trades even if you are a mage.
          • Fury of the Sands turns close kills into losses because its aura keeps ticking while he lifesteals.
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        • Nidalee

          NidaleeEven

          The duel depends on whether Kassadin dodges long-range Javelin Toss and prevents Nidalee from resetting with heal and cougar mobility.

          Watch for Javelin Toss chunks Kassadin before the fight starts, making his all-in too low-health to finish.

          How to beat

          Never give Nidalee a long lane to throw spears through; approach from brush edges or with minions between you and her. If she misses Javelin Toss or uses Primal Surge early, Riftwalk in for a silence combo and keep enough mana for a second Riftwalk after Pounce. Do not chase blindly through Bushwhack, because the shred makes her cougar countertrade much stronger.

          Later Kassadin has better assassination access, but Nidalee can control side lanes with poke and traps if he face-checks. In teamfights, Kassadin should ignore her spear standoff when possible and attack after she shifts or heals defensively.

          • A trapped Kassadin is much easier for cougar Nidalee to duel, so clear or avoid obvious brush paths.
          • Null Sphere before she heals can force her to eat the full burst window.
          • Riftwalk can dodge Javelin Toss, but spending it too early may leave you unable to catch her Pounce.
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        • Nunu & Willump

          Nunu & WillumpFavoured

          Nunu is hard to kill quickly but lacks the damage and lockdown to beat Kassadin if Absolute Zero is interrupted or escaped.

          Watch for Absolute Zero forces Kassadin either to interrupt with Null Sphere or Riftwalk out before the full channel lands.

          How to beat

          Do not waste Null Sphere on poke if Nunu is holding Absolute Zero at close range. Trade around Ice Blast cooldown, use Riftwalk to avoid sitting in his slow field, and cancel Absolute Zero with Q when he channels in kill range. If he only kites and Consumes minions, accept that the duel is slow rather than forcing under bad positioning.

          Later Nunu still will not usually beat Kassadin alone, but he can make teamfights difficult by buffing a carry and zoning with Absolute Zero. Kassadin should save silence for the channel or bypass Nunu entirely to reach the Blood Boil target.

          • Ice Blast's attack-speed slow barely matters, but the movement slow can stop a clean second Riftwalk angle.
          • Null Sphere is a true answer to Absolute Zero if you have not spent it first.
          • Do not judge the duel by whether Nunu dies fast; forcing him away is usually enough.
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        • Olaf

          OlafUnfavoured

          Olaf's true damage and Ragnarok make him a poor target for Kassadin, because he can ignore silence pressure and win the chase if axes connect.

          Watch for Ragnarok makes Olaf immune to Kassadin's silence and slow control during the window where he wants to run Kassadin down.

          How to beat

          Keep the fight at Riftwalk edge and never give Olaf a straight axe pickup line toward you. Bait Undertow first, then trade only if he misses or has to walk away from the axe to continue. When Ragnarok is active, disengage over walls or terrain; do not spend your burst into his defensive stats unless lethal is guaranteed.

          Later Olaf wins most finished side-lane duels if he can land Undertow and keep contact. Kassadin contributes more by avoiding him, threatening backline carries, and returning after Ragnarok expires.

          • Force Pulse is unreliable peel during Ragnarok, so plan your escape around Riftwalk pathing.
          • If Olaf misses Undertow and cannot retrieve it, that is Kassadin's best punish window.
          • Reckless Swing ignores your magic-damage reduction, making low-health trades worse than they look.
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        • Pantheon

          PantheonUnfavoured

          Pantheon's targeted stun and physical burst punish Kassadin before he can control the trade, especially before Kassadin has enough armor.

          Watch for Aegis of Zeonia locks Kassadin in place for Heartseeker Strike and prevents a clean Riftwalk disengage.

          How to beat

          Stay outside Aegis of Zeonia range until Pantheon spends Spear Shot or loses his passive shield on the wave. If he jumps, Riftwalk out of Heartseeker Strike's facing as soon as the stun ends, then answer with Q-E rather than trading autos into Aegis Protection. Commit only after his stun is down and his health is already in burst range.

          Later Kassadin scales better for teamfight access, but Pantheon can still win isolated duels if he opens with stun and enough physical damage. In late fights, track Grand Skyfall flanks and punish Pantheon after he uses his combo on someone else.

          • Aegis Protection can block your Nether Blade auto, so do not rely on the follow-up hit to finish him.
          • Riftwalk behind or beside Pantheon after the stun to avoid the full Heartseeker Strike channel.
          • Armor buys change this matchup more than extra damage does.
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        • Rammus

          RammusUnfavoured

          Rammus does not die quickly to Kassadin and Puncturing Taunt forces Kassadin into bad autos while Tremors and Defensive Ball Curl grind him down.

          Watch for Puncturing Taunt removes Kassadin's movement choice and drags him into Defensive Ball Curl damage and Tremors range.

          How to beat

          Do not start the fight while Rammus is rolling at you; sidestep Powerball or Riftwalk after it commits. Harass when Defensive Ball Curl is down, then leave before Taunt can force an extended melee trade. If he activates Ball Curl, stop autoing and reposition rather than feeding return damage.

          Later Rammus remains a poor side-lane target because he is too durable and can lock Kassadin long enough for help. In teamfights, Kassadin should ignore him unless Taunt is down and use Riftwalk angles that do not pass through Powerball peel.

          • Null Sphere does not stop an already-started Taunt, so keep range before it happens.
          • Defensive Ball Curl's magic resistance makes your burst look much worse during its uptime.
          • If Powerball misses, Rammus has little way to start the duel without walking into your range.
          BuyMercury's TreadsQuicksilver SashBanshee's Veil
        • Ryze

          RyzeUnfavoured

          Ryze's repeated Rune Prison and low-cooldown spell chain beat Kassadin in sustained close-range mage duels despite Kassadin's magic damage reduction.

          Watch for Rune Prison roots Kassadin after he Riftwalks in and lets Ryze unload Overload, Spell Flux, and Desperate Power follow-up.

          How to beat

          Treat Ryze's root range as the danger line and use Null Sphere to trade before committing fully. Bait Rune Prison with a short Riftwalk in-and-out, then re-enter while it is down and before his cooldown cycle resets. If Desperate Power is active, disengage unless Ryze is already low enough for immediate lethal.

          Later Ryze remains one of the strongest finished duelists and can beat Kassadin in side lane if he catches him with Rune Prison. Kassadin is better at reaching priority targets in chaotic fights, so he should avoid front-to-back trading into Ryze's spell cycle.

          • Do not fight Ryze beside minions when Spell Flux can bounce and amplify damage.
          • Silencing Ryze before Rune Prison is cast creates your only clean burst window.
          • Desperate Power's move speed can keep him in range after your first Riftwalk, so save mana for a second exit.
          BuyBanshee's VeilMercury's TreadsQuicksilver Sash
        • Shaco

          ShacoEven

          Shaco can outplay Kassadin with Deceive, boxes, and clone confusion, but Kassadin wins if he avoids the trap setup and bursts the real Shaco after stealth is spent.

          Watch for Jack In The Box punishes Kassadin's Riftwalk path with fear, giving Shaco the backstab angle and time to escape or all-in.

          How to beat

          Do not chase Shaco through fog or into narrow jungle paths where boxes are likely stacked. Let him use Deceive first if possible, then mark the real body by movement and damage taken before spending your full combo. If Hallucinate is available, delay Force Pulse until you can hit both or until the real Shaco shows by positioning.

          Later The side-lane duel stays volatile: Kassadin has the cleaner burst, Shaco has better ambush terrain and split-push tricks. In teamfights, Kassadin should avoid wasting cooldowns on the clone and punish Shaco when he uses Deceive aggressively onto a carry.

          • Riftwalking onto a visible Shaco near brush is often walking into Jack In The Box, not starting a duel.
          • Null Sphere after Deceive ends gives Shaco less room to instantly Hallucinate or Two-Shiv.
          • If one Shaco keeps pathing behind you for Backstab, create distance before choosing the target.
          BuyZhonya's HourglassNinja Tabi
        • Shen

          ShenEven

          Shen is difficult for Kassadin to kill through shields and taunt, but he lacks enough damage to force a win unless Kassadin wastes mobility.

          Watch for Shadow Dash taunts Kassadin out of Riftwalk tempo and can turn a short trade into Shen's sustained Vorpal Blade fight.

          How to beat

          Stand off-angle from Shen so Shadow Dash has to be aimed, then punish if it misses. Use short Q-E trades and Riftwalk away after Feint absorbs damage rather than continuing into his shield. If he channels Stand United in a duel or skirmish, silence him with Null Sphere immediately.

          Later Shen usually neutralizes the side lane rather than killing Kassadin, while Kassadin has stronger backline threat in teamfights. Kassadin should pressure Shen enough to hold him, but save cooldowns to interrupt Stand United or join the fight faster.

          • Null Sphere can stop Stand United if you are in range during the channel.
          • Do not spend full burst into Feint unless it secures the kill anyway.
          • Shadow Dash is easiest to dodge when you approach diagonally instead of directly down the lane.
          BuyMercury's Treads
        • Singed

          SingedUnfavoured

          Singed wins by refusing Kassadin's clean burst pattern, forcing him through Poison Trail and punishing overcommitment with Fling.

          Watch for Fling throws Kassadin behind Singed, making him eat Poison Trail and breaking his planned Riftwalk spacing.

          How to beat

          Do not chase Singed in a straight line; make him turn toward you before trading so Poison Trail is not covering your escape. Bait Fling at the edge of its range, then Riftwalk after it misses and take a short combo. When Insanity Potion is running, disengage and wait, because his durability and movement make kills unreliable.

          Later Singed is stronger at side-lane disruption and can waste Kassadin's time if chased. Kassadin should clear what he can, avoid long pursuits, and use teamfight flanks where Singed cannot drag him away from the carries.

          • Riftwalk after Fling, not before, if you are close enough to be thrown.
          • Mega Adhesive plus Poison Trail turns a chase into Singed's fight even if he looks low.
          • Null Sphere does not stop Poison Trail, so silence is mainly for preventing Fling or Mega Adhesive.
          BuyBoots of SwiftnessBanshee's VeilMercury's Treads
        • Sion

          SionUnfavoured

          Sion's point-click stun and shielded burst make him dangerous, and his lifesteal ultimate lets him win if the fight becomes auto-heavy.

          Watch for Cryptic Gaze stuns Kassadin long enough for Death's Caress damage and follow-up attacks before Kassadin can Riftwalk away.

          How to beat

          Stay just outside Cryptic Gaze range until Sion uses Death's Caress or walks forward too obviously. If he shields, either break it quickly with Q-E or disengage before the detonation; half-commits into the shield lose. When Cannibalism is active, kite with Riftwalk and avoid giving him sustained melee hits.

          Later AD Sion can beat Kassadin in side lane if he lands stun and gets lifesteal uptime, while AP-leaning Sion is more vulnerable after his shield is down. In teamfights, Kassadin should wait for Cryptic Gaze to be used or silence Sion before the stun-shield sequence begins.

          • Null Sphere can prevent Sion from detonating Death's Caress if timed before he recasts it.
          • Do not stay to auto during Cannibalism; every extra hit helps him undo your burst.
          • If Death's Caress expires or is broken early, Sion's duel threat drops sharply.
          BuyMercury's TreadsZhonya's HourglassNinja Tabi
        • Sivir

          SivirEven

          Sivir can block Kassadin's key spell and kite with On The Hunt, but if Spell Shield is baited she is vulnerable to his repeated gap-close burst.

          Watch for Spell Shield blocks Null Sphere or Force Pulse and refunds Sivir enough tempo to survive Kassadin's engage.

          How to beat

          Do not open with Null Sphere into an obvious Spell Shield; threaten with Riftwalk movement or Force Pulse spacing until she uses it. Once Spell Shield is down, silence her and burst before On The Hunt gives her distance. Dodge Boomerang Blade sideways after committing, because eating both passes can flip the duel.

          Later Kassadin can kill Sivir alone if he gets past Spell Shield, but Sivir's teamfight value is much higher when protected and using On The Hunt. Kassadin should flank after Spell Shield is forced or target someone else until Sivir spends it.

          • Riftwalk damage can be used to pop Spell Shield, but only if you still have enough cooldowns to finish afterward.
          • Do not chase directly behind Sivir after Boomerang Blade; the return hit is the trap.
          • Fleet of Foot means one loose auto can widen the gap before your second spell lands.
          BuyZhonya's HourglassNinja Tabi
        • Skarner

          SkarnerEven

          Kassadin can kite Skarner between Riftwalks, but a clean Impale catches him long enough for Skarner to force an extended melee fight.

          Watch for Impale suppresses Kassadin and removes his ability to Riftwalk out of Skarner's follow-up.

          How to beat

          Stay just outside Crystalline Exoskeleton engage range and spend Q to interrupt his first attempt to walk you down. Do not Riftwalk onto him while Impale is available unless you can kill during the silence window. Commit after his shield breaks, because without the move speed he struggles to keep Kassadin in melee range.

          Later Finished builds favor Kassadin in side lanes if he can avoid being suppressed under tower or into teammates. Skarner is stronger as a pick tool in teamfights, so Kassadin should flank after Impale is used or force Skarner to hold it defensively.

          • Break Crystalline Exoskeleton before trading seriously; the shield is his chase window.
          • Riftwalk sideways after Fracture so he cannot walk straight into Impale range.
          • If Skarner saves Impale, use Q poke instead of starting a full all-in.
          BuyQuicksilver SashBanshee's Veil
        • Sona

          SonaFavoured

          Sona is fragile and cannot survive Kassadin's post-6 burst unless Crescendo lands before he can silence and reset the fight.

          Watch for Crescendo stuns Kassadin in place and can stop the first Riftwalk all-in.

          How to beat

          Hold enough distance that Sona must spend E movement speed or step forward to tag you with Q. Riftwalk in after she uses Power Chord or Q, silence her immediately, then unload before she can Crescendo. If Crescendo is ready, approach from fog or an angle instead of running straight through her cast line.

          Later Kassadin wins the side duel decisively, but Sona matters more grouped where Crescendo can decide fights. In teamfights, do not be the first champion seen; wait for Crescendo to hit someone else or force her to use it defensively.

          • Track Power Chord: the W chord cuts your burst and can make the first trade fail.
          • Q silence before Crescendo is the kill window.
          • Do not chase through her team just because she is low; Sona's duel is weak, her grouped peel is not.
        • Soraka

          SorakaFavoured

          Soraka can silence and heal through light poke, but she lacks the damage or mobility to stop Kassadin from choosing the all-in.

          Watch for Infuse silences Kassadin and can delay Riftwalk long enough for Soraka to walk out or receive help.

          How to beat

          Trade only when Infuse is down or when you can open with Q silence first. Keep the fight short: Riftwalk in, Q, E, then back out before repeated Starcall stacks lower your magic resist. Save a second Riftwalk for after Wish, because her heal often turns a near-kill into a second rotation fight.

          Later Kassadin crushes Soraka alone, but Soraka is almost never offering a fair duel late. In teamfights, assassinate from a flank after Infuse is spent or use your threat to force Wish before your carries commit.

          • Do not stand in repeated Starcall just to finish a low-health Soraka.
          • Q silence first so Infuse cannot interrupt your combo.
          • Expect Wish to change the damage check; plan for two rotations.
        • Taric

          TaricEven

          Taric's stun and sustain make him hard to burst cleanly, but Kassadin can win if he avoids close-range Dazzle setups and refuses long auto-attack trades.

          Watch for Dazzle stuns Kassadin and lets Taric land close-range damage plus Radiance before Kassadin can Riftwalk away.

          How to beat

          Play at the edge of Riftwalk range and make Taric spend Dazzle before committing. If he walks at you with Dazzle available, Q him and retreat rather than taking the stun into melee. Commit after Dazzle or Imbue is down, then leave before Gemcraft autos and repeated heals grind the fight back.

          Later Taric does not want the side duel, but his armor aura and point-click stun are valuable around carries. Kassadin should avoid diving through Taric first and instead enter after Dazzle has been used on another target.

          • Dazzle hurts more at close range, so do not Riftwalk directly onto Taric before it is used.
          • Silencing Taric before Imbue can turn a slow trade into a kill.
          • Shatter's armor is mostly wasted against your magic burst, but the stun is not.
          BuyMercury's Treads
        • Teemo

          TeemoEven

          Kassadin can burst Teemo once he reaches him, but blind, poison, Move Quick spacing, and mushrooms punish sloppy paths and drawn-out chases.

          Watch for Noxious Trap controls the path Kassadin wants to Riftwalk through and can slow him long enough for Teemo to kite.

          How to beat

          Do not chase Teemo through unwarded brush or obvious mushroom lines. Use Q to stop his counter-cast, Riftwalk onto him only when Move Quick has been broken by damage, and take the short burst trade instead of trying to auto through Blind. If you do not know where traps are, back off and reset the angle.

          Later Kassadin wins clean side duels in open space, while Teemo wins terrain control and punishes blind rotations. In teamfights, Kassadin should sweep around mushrooms and flank from cleared paths rather than forcing through Teemo's prepared zone.

          • Hit him once with Q or E before the chase so Move Quick drops.
          • Blind does not stop your spell burst, but it makes Nether Blade follow-up unreliable.
          • A low Teemo is still dangerous if the only route is through mushrooms.
          BuyTwin ShadowsMercury's Treads
        • Tristana

          TristanaUnfavoured

          Tristana's Rocket Jump and Buster Shot deny Kassadin's engage while her scaling range lets her punish him before he can finish the kill.

          Watch for Buster Shot knocks Kassadin out after Riftwalk and breaks his burst sequence.

          How to beat

          Do not open with maximum-range Riftwalk unless Buster Shot is down; she will knock you away and reset spacing. Bait Rocket Jump with a short Riftwalk or Q poke, then re-engage after she lands and before the cooldown resets. The winning window is when both displacement spells are unavailable or she is forced to use one defensively before you spend your real damage.

          Later Tristana becomes one of the hardest marksmen for Kassadin to duel because her range and self-peel scale so well. In teamfights, Kassadin needs flank access and patience; diving front-to-back into Buster Shot usually wastes his cooldowns.

          • Rocket Jump's landing slow can stop you from sticking after your first Riftwalk.
          • If she saves Buster Shot, keep a second Riftwalk stack for re-entry.
          • Do not chase her in a straight lane once her passive range is high.
          BuyZhonya's HourglassNinja Tabi
        • Tryndamere

          TryndamereUnfavoured

          Kassadin can kite Tryndamere for a while, but he usually cannot kill through Undying Rage and loses if Tryndamere keeps contact after it starts.

          Watch for Undying Rage denies Kassadin's burst kill and gives Tryndamere the window to run him down.

          How to beat

          Hold Riftwalk until after Spinning Slash or use it only to cross terrain, not to start a long melee fight. Poke with Q and E, then disengage the moment Undying Rage is activated. Re-enter only as it expires; if you spend Riftwalk early during his ultimate, he gets the extended fight he wants.

          Later Tryndamere is the better side-lane duelist and tower threat, while Kassadin is more valuable finding backline picks in grouped fights. Late, answer waves without giving him all-in distance and collapse with teammates after Undying Rage is forced.

          • Never use your last Riftwalk charge while Undying Rage is still running.
          • Mocking Shout matters less for your damage, but the slow can keep you in crit range if your back is turned.
          • Kite Spinning Slash first; killing him before it and R are down is unrealistic.
          BuyZhonya's HourglassNinja TabiRanduin's Omen
        • Twisted Fate

          Twisted FateFavoured

          Kassadin's silence and mobility punish Twisted Fate's immobility, and TF has to land Gold Card before Kassadin starts the burst.

          Watch for Pick A Card Gold Card stuns Kassadin and can stop his Riftwalk engage long enough for Wild Cards and retreat.

          How to beat

          Watch the card cycle and do not jump in while Gold Card is locked unless your Q silence lands first. Riftwalk diagonally past Wild Cards, Q immediately, and force the fight before he can draw a second card. If he uses Destiny or Gate aggressively, punish the landing because he has committed his map tool instead of a combat escape.

          Later Kassadin wins the side duel unless he facechecks a prepared Gold Card, while Twisted Fate wins by moving first and creating numbers advantages. Match his side pressure with vision and threaten to kill him after Destiny is used.

          • Q silence can stop the Gold Card follow-up if you engage first.
          • Riftwalk perpendicular to Wild Cards, not directly backward.
          • Destiny reveals you, so delay flanks until the reveal ends or commit instantly before his team turns.
          BuyMercury's TreadsBanshee's Veil
        • Twitch

          TwitchEven

          Kassadin can delete Twitch if he finds him first, but Ambush and Spray and Pray let Twitch start the fight on his terms and stack lethal Expunge damage.

          Watch for Ambush lets Twitch choose the opener and forces Kassadin to react after poison stacks are already building.

          How to beat

          Do not walk into fog without detection or a safe Riftwalk escape when Twitch is missing. If Twitch opens from stealth, Riftwalk out of Spray and Pray's line first, then re-enter after Venom Cask or Ambush speed is spent. If you find him before he opens, silence immediately and burst before Expunge stacks reach lethal value.

          Later The side duel depends heavily on who has vision and first contact; Kassadin wins surprise burst, Twitch wins prepared ambushes and long lines. In teamfights, Kassadin should flank around Twitch's ultimate angle rather than crossing through it.

          • Count poison stacks; Expunge is the execute, not just incidental damage.
          • Riftwalk sideways out of Spray and Pray instead of backing straight away.
          • Twin Shadows or wards are matchup tools here because first sight decides the duel.
          BuyTwin ShadowsZhonya's HourglassNinja Tabi
        • Vayne

          VayneUnfavoured

          Vayne's Tumble, Condemn, Final Hour stealth, and Silver Bolts give her too many tools to survive Kassadin's first rotation and win the extended duel.

          Watch for Condemn knocks Kassadin away, and if it pins him to terrain the duel usually ends before he can reset.

          How to beat

          Fight away from walls and never Riftwalk directly along terrain where Condemn can stun you. Try to bait Condemn with a short jump or Q poke, then commit with Riftwalk once it is down. If Final Hour is active, wait out the stealth tumbles unless you have guaranteed burst and vision of her landing spot.

          Later Vayne is the stronger completed-build duelist, especially in open side lanes where she can kite and chase. Kassadin's job late is to attack her from fog after Condemn is down or force her defensive cooldowns for the rest of his team.

          • Wall spacing is the matchup; a Condemn stun turns any health lead into a loss.
          • Do not chase Final Hour Tumble invisibility blindly.
          • Your silence is strongest before she can Condemn, so open from fog when possible.
          BuyZhonya's HourglassNinja TabiRanduin's Omen
        • Veigar

          VeigarEven

          Kassadin resists magic damage and can punish Veigar's immobility, but Event Horizon into Primordial Burst can instantly reverse the duel.

          Watch for Event Horizon cages or stuns Kassadin, setting up Dark Matter and Primordial Burst before he can Riftwalk away.

          How to beat

          Do not Riftwalk into the center of Event Horizon unless you know the edge will miss; one stun gives Veigar his full combo. Bait the cage with forward movement, step out, then jump in during its cooldown and silence him before Primordial Burst. Keep trades short because Veigar's single-target AP scaling makes low-health re-engages dangerous.

          Later Both can kill each other late, but Kassadin has more agency if he avoids cage and attacks from fog. In teamfights, wait for Event Horizon to be placed before diving, because it is Veigar's real anti-assassin spell.

          • Q silence before Primordial Burst is the difference between kill and trade kill.
          • Riftwalk can dodge Dark Matter, but not if Event Horizon has already stunned you.
          • Do not stack unnecessary AP-heavy risk into Veigar's ultimate if you can win with timing instead.
          BuyBanshee's VeilMercury's TreadsAbyssal Scepter
        • Warwick

          WarwickUnfavoured

          Warwick's sustain and suppression make him difficult for Kassadin to burst, and Infinite Duress locks Kassadin down through his mobility.

          Watch for Infinite Duress suppresses Kassadin and holds him in place while Warwick heals and deals damage.

          How to beat

          Do not take long trades where Warwick can repeatedly use Hungering Strike and passive healing. Poke with Q, retreat after his Q, and only commit when he is already low enough that one silence window can finish him. If Infinite Duress is up, keep Riftwalk for after the suppress ends or avoid the duel entirely unless you have Quicksilver Sash.

          Later Warwick remains favored in isolated duels if he can press R, but Kassadin is far better at choosing backline targets in teamfights. Late, make Warwick ult someone else or cleanse it, then use Riftwalk to punish his lack of mobility afterward.

          • Blood Scent makes low-health escapes harder, so reset before you are in execute range.
          • His sustain beats your poke if you let him Q on cooldown.
          • Quicksilver Sash changes the matchup more than raw damage does.
          BuyQuicksilver SashBanshee's Veil
        • Wukong

          WukongUnfavoured

          Wukong's physical burst, Decoy mind games, and Cyclone knockup punish Kassadin's short-range engage and make extended fights unfavorable.

          Watch for Cyclone knocks Kassadin up after he Riftwalks in, denying his reset and keeping him inside Wukong's damage.

          How to beat

          Do not spend your full combo into Decoy; confirm the real Wukong with movement, minion aggro, or delayed damage. Keep range until Nimbus Strike is used, then trade with Q and E while backing away from Cyclone range. Commit only after Decoy or Cyclone is down, because otherwise he can waste your burst or interrupt the exit.

          Later Wukong is the stronger bruiser duel threat when he has armor and damage, while Kassadin is better at bypassing him to reach carries. In teamfights, avoid clumping where Cyclone can knock you up with your backline; enter after Wukong starts spinning or from a separate angle.

          • Hold E for after Nimbus Strike; he needs that dash to start most trades.
          • If he Decoys at low health, delay Riftwalk damage until the clone timing is clear.
          • Cyclone can stop your escape even if you won the first burst trade.
          BuyZhonya's HourglassNinja TabiSeeker's Armguard
        • Zilean

          ZileanFavoured

          Zilean can kite with Time Warp and deny one kill with Chronoshift, but he is too fragile to survive repeated Kassadin engages alone.

          Watch for Chronoshift revives Zilean and can turn Kassadin's first successful burst into an overextended re-engage.

          How to beat

          Hold enough distance that Time Bomb poke does not land for free, then Riftwalk in after Time Warp is used aggressively or defensively. Silence him before he can chain Rewind into another slow or bomb. If Chronoshift is active, stop spending damage and reposition for the revive instead of wasting your second rotation into the buff.

          Later Kassadin wins the side duel, but Zilean's value is reviving carries and speeding them away from assassins. In teamfights, force Chronoshift on Zilean or a low-priority target, then disengage and re-enter after the revive window is gone.

          • Do not finish your combo into an active Chronoshift marker.
          • Q silence interrupts the Rewind tempo that lets him double-bomb and slow repeatedly.
          • Riftwalk after Time Warp, not before, or he can simply slow you and walk out.
          BuyMercury's Treads
        18
        Attack damage
        122.5
        Ability power
        659.54
        Armor
        134.6
        Magic resist
        65.1
        Attack speed
        1.043
        Cooldown reduction
        4%
        Critical strike chance
        0%
        Move speed
        404.25
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,287
        Health regen
        15.95 / 5s
        Mana
        1,812
        Resource regen
        20.7 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        24
        Magic pen, percent
        43%

        Ability damage

        at this build's ranks
        • Q

          Null Sphererank 5/5

          Damage
          648
        • W

          Nether Bladerank 5/5

          Damage
          294
        • E

          Force Pulserank 5/5

          Damage
          844
        • R

          Riftwalkrank 3/3

          Damage
          553

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second165.3
        Attacks per second
        1.043
        Average hit
        158.6
        Normal hit
        158.6
        Critical hit
        283.5
        On-hit damage
        33.6
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Time to kill
        6.0s

        On-hit

        • Spellsword33.6

          5% of ability power · magic damage

        • off

          W, rank 5/5 · magic damage · needs Nether Blade active

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        122.5
        Ability power
        0
        Armor
        75.6
        Magic resist
        52.5
        Attack speed
        1.043
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        340
        18

        Resources

        Health
        1,837
        Health regen
        15.95 / 5s
        Mana
        1,040
        Resource regen
        17.7 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at max rank
        • Q

          Null Sphererank 5/5

          Damage
          240
        • W

          Nether Bladerank 5/5

          Damage
          90
        • E

          Force Pulserank 5/5

          Damage
          300
        • R

          Riftwalkrank 3/3

          Damage
          80

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second127.7
        Attacks per second
        1.043
        Average hit
        122.5
        Normal hit
        122.5
        Critical hit
        245
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        7.8s

        On-hit

        • off

          W, rank 5/5 · magic damage · needs Nether Blade active

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        122.5
        Ability power
        612.33
        Armor
        125.6
        Magic resist
        52.5
        Attack speed
        1.043
        Cooldown reduction
        4%
        Critical strike chance
        0%
        Move speed
        385
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,287
        Health regen
        15.95 / 5s
        Mana
        2,670
        Resource regen
        30.7 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        15
        Magic pen, percent
        43%

        Ability damage

        at this build's ranks
        • Q

          Null Sphererank 5/5

          Damage
          620
        • W

          Nether Bladerank 5/5

          Damage
          279
        • E

          Force Pulserank 5/5

          Damage
          806
        • R

          Riftwalkrank 3/3

          Damage
          519

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second162.8
        Attacks per second
        1.043
        Average hit
        156.2
        Normal hit
        156.2
        Critical hit
        281.1
        On-hit damage
        31.2
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Time to kill
        6.1s

        On-hit

        • Spellsword31.2

          5% of ability power · magic damage

        • off

          W, rank 5/5 · magic damage · needs Nether Blade active

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.