ALSO: The Magic: The Gathering Arena Mastery System makes me want to play less TeamFight Tactics is a similar style of game, although it does have some differences from the Auto Chess mod in DOTA 2. Jun 20, 2019 second day of Teamfight Tactics and Scarra is slowly discovering the hidden broken champion/item combinations. What makes Aurelion Sol so strong in this comb. Skip navigation Sign in.
- Team Fight Tactics Does Kassadin Do Magic Dmg Play
- Team Fight Tactics Does Kassadin Do Magic Dmg Mean
- Team Fight Tactics Does Kassadin Do Magic Dmg Stand
- Team Fight Tactics Does Kassadin Do Magic Dmg 2
As far as I know champs that don't have an active spell like vayne graves or even voli don't profit from ap, spells that damage or heal are increased by 1% pre 1 point of ap. The Taric nerf will not protect the team for as long meaning that Ashe and Twitch will have to kill faster or die. However, many high level players do not think that Ashe and Twitch are the main priorities to the composition. Instead they point to Taric and Singed. Buying enough time for the ranger damage dealers allows the comp to succeed.
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Spells:
Cleanse
Ranked #25 in
Middle Lane
Middle Lane
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Ability Order
Q
E
Team Fight Tactics Does Kassadin Do Magic Dmg Play
Introduction
This is a Kassadin Dominion AP burst. I found this to be the most effective way to play him in Dominion. You start off with usually a strong 60-70 ap based on your runes etc, ensuring a powerful early burst. A key to this build is knowing to disengage and then return to your enemies, since you really have no follow up after your burst. And remember, always have 4 spells stacks at all times before going in.as you can see,this build does me good.
Skills
Void Stone - Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.This doesnt really do you much good playing as an ap burst to be honest, but it can give you that slight amount of speed and resistance to take out player with >100 health. I ususally would advice against auto attacking if your lich bane already went off, but if the enemy is obnoxiously low then be my guess and smack them a few times. But in most scenarios you want to disengage, then return to your unsuspected target.
Null Sphere - Kassadin fires an ethereal bolt of void energy, dealing damage and silencing the target for a duration.
Kassadin fires a void bolt dealing 80/130/180/230/280 (+0.7) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 seconds.
This move is the bread and butter of Kassadin, mostly bread. This will be your initiation to all targets (try to go for casters, or ability reliant fighters like Renekton). This will hinder any ability to cast spells, as well as discourage your foe with all the damage you be seeting off. Always make sure to land this spell first before anything.
Nether Blade - Passive: Kassadin's melee attacks draw from the void, restoring 8/11/14/17/20 mana each hit. If this effect is triggered from attacking a champion the amount of mana restored is tripled.
Active: Kassadin's normal attacks become charged, dealing 30/45/60/75/90 (+15% of ability power) bonus magic damage for 5 seconds.
I must say I always wished for a better spell than this for Kassadin, but in a laning phase it's useful. In dominion, not so much. Unless you build him accordingly. The way I see it as Kassadin; Why focus on something you are kind of good at instead of focusing on something your great at. The most you can get out of this move is feeding your Force Pulse some spells stacks. You can also synergize this with your lich bane for a bit of extra damage.
Force Pulse - 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.
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 60/120/180/240/300 (+0.8) magic damage and slow enemies by 30/35/40/45/50% in a cone in front of him for 3 seconds.
This move is also vital for Kassadin. It can become just as much as a nuke than your Null Sphere. You want to make sure you have four stacks on it before you go into any engagement, which isnt that hard considering all the move spam in Dominion. I will use this move almost immediately after Null Sphere. It also is a succesful move for a team fight, considering the cone damage it does, you can end up slowing an entire team if positioned right.
Riftwalk- 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.
Kassadin teleports to a nearby location dealing 60/90/120 (+0.4) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk in the next 7 seconds costs 100/100/100 additional mana and deals 60/90/120 additional damage.
Lastly Riftwalk is the move that makes Kassadin who he really is. This move will help you get around to anywhere on the map, get to anyone, as well as get away from anyone. IF you position it right, you can hop over many of the building props in Dominion. Putting you as far as possible from anyone. As great as a move it is, it does take ALOT of mana. 100 mana may not seem much, but when you use the move repeadetly without waiting for the stack to go down, it all adds up. As well as the mana cost going up, the damage does as well. This is very important for finishing people off as well. You can nuke somebody for with this move alone depending on how many stacks you have on it, and how much health your foe has. It's going to be a big help when you re-engage your enemy, so make sure to keep the stacks up if you intend on coming back to your enemy. Synergize this move with the various speed buffs on the map, ti save yourself some mana or delay grabbing another stack on your Riftwalk before getting to an enemy. As well grabbing speed buffs, you should go for the health packs too; considering the mana it returns to you. You can also stay on the map for quite some time if you hunt down the health packs,so you arent constantly making trips back. Lastly, make sure you have a Tear of the Goddess early so you can actually use the move at ease.
Runes
I took this rune page set up off of an old fiddlesticks build so w/e. I like magic pen, a little mana regen, and a little ap. all works. you can do whatever you'd like.Team Fight Tactics Does Kassadin Do Magic Dmg Mean
Masteries
As far as masteries go, your classic 9-0-21 should cut it.Items
I go with Blasting wand![Team fight tactics does kassadin do magic dmg play Team fight tactics does kassadin do magic dmg play](https://www.sciencegamelab.org/wp-content/uploads/2019/07/Combined-Items-effects.jpg)
![Team Fight Tactics Does Kassadin Do Magic Dmg Team Fight Tactics Does Kassadin Do Magic Dmg](/uploads/1/3/3/2/133277035/322683076.png)
Team Fight Tactics Does Kassadin Do Magic Dmg Stand
, Zhonya's Hourglass, then aTeam Fight Tactics Does Kassadin Do Magic Dmg 2
Void StaffSkill Sequence
Strong early nuke with 2 points in Null Sphere, and 1 in Force Pulse. make sure your team spams abilities prior to start. On your way over, and maybe a few seconds into the team fight you can put in another point to Force Pulse. Which is your most useful move in that teamfight considering how many spells get shot off. Once you hit 5 grab a point in Nether Blade. Then when you hit 6 its gets real. Rift Walk baby. From then on distibute the rest of your points into Null Sphere and Force Pulse until they are lvl 5, as well as taking a point in Rift Walk whenever possible. Then top off your nether blade.Summoner Spells
I take Flash for a number of reasons.A. to get closer when rift walk is on cd (or costs too much mana)
b. get away when rift walk is on cd ( or costs too much mana)
c. if im trying to nuke somebody with rift walk and need to save the stacks before I reach them.
d. helps if you've managed to get an entire team to chase (happens alot)
Overall its a great engage/ disengage tool for AP Burst Kassawin...er..din.
Next I take Cleanse
A. so i can be even more of a slippery void hopper.
Pros / Cons
Pro:Great against Casters
Great against people running away
Great burst
great start
slippery
ensure team kills
Cons:
Low health
risky
no early speed
no Attack Damage follow up