Why do they ban kassadin




















Horok, it was, that struck the first telling blow against your masters. Great and mighty Horok of the Ascended Host, whose name shall live forever. It was Horok who first dared to face you down here, in the darkness, away from the light of the sun that had given him his strength.

I am no Ascended hero of Shurima, no god-warrior to be remembered in the grand halls of that ruined empire. I am but a man. I am a grieving father, and a child of the sai in my own time. From the dust I came, and to the dust I shall return soon enough. But not yet. For now, I walk as Horok once walked, and I do this with his blade held out before—.

The closest of you lunges. Horned shell and razor-sharp talons graze my side as I twist away, breath rasping through the pipes in my mask. For a moment I am blind, trapped inside this meager armored suit of my own devising. Then I bring the Nether Blade up sharply, cleaving through what on any other creature could be called a neck.

Who will be next? Which of you will try? The desert knows Horok. His name shall live forever. As far as the god-warriors had fallen, even they could not deny that these lands might be threatened by the Voidborn once again, in some unseen future, and this great weapon should be ready.

This is my land. Such horrors walk here now, openly, and I cannot allow it. I will plunge this blade into the creeping nothingness beneath Shurima, as I have a dozen times before. Was it destiny? Nothing so noble as destiny. It was fated , I think, that I knew where this thing might be found. I gladly helped break open the tomb that had remained sealed for thousands of years.

The Nether Blade was not the prize the echnebi sought, but they deemed it valuable all the same. Some in the tribes called me mercenary. Some called me a traitor. Were it not for those treasure-seekers and the bounty they paid me, this weapon would now be lost. Like my people.

My family. The desert does not know you, beast. You are not welcome here. You are lost in this ancient land of gods and men. Not once have I lost my way. I know exactly where I am, and how many more paces it would be to the doom of all things. I will atone for what I have done, and that which I have not.

The excess energy forms around himself, granting a shield that absorbs magic damage for 1. Upon reaching 6 charges, Kassadin can use Force Pulse to deal magic damage and slow enemies for 1 second in a cone in front of him.

Each subsequent Riftwalk within the next 15 seconds doubles the Mana cost and deals additional magic damage per stack, stacking up to 4 times. Movement speed decreased. R mana penalty duration now displays on icon. Kassadin is doing a little too well in mid-tier levels of play. We're nerfing his roaming and escape potential to target the players that go unpunished in lane and have the ability to be all over the place.

R - Riftwalk. Patch 9. Strengthening the aspects of Kassadin that can keep some of the shorter ranged mid laners in check, especially if they're champions he should naturally be good against anyways AP assassins. W - Nether Blade. We're playing into Kassadin's anti-magic theme by opening up a weakness to physical-damage lane bullies. Touching Kassadin's late game is always risky, but he has room for some more early-mid game strength.

W, E, and R damage ratios increased. E - Force Pulse. Q - Null Sphere. Maokai Q mana and cooldown down. Q knockback distance slightly increased. E damage reduced. With saplings powered down in the early game, we wanted to be sure Maokai still has the strength he needs to make it through the jungle and top lane. Passive - Sap Magic. Q - Bramble Smash. E - Sapling Toss. R - Nature's Grasp. E cooldown reduced.

R ratio increased. Oh boy, Kassadin time. The Void Walker has always promised bonkers mobility and eye-watering damage as the game progresses, but that late-game payoff is currently feeling a bit lackluster. Picking Kassadin requires massive team support to get rolling, but rewards you with high damage and unparalleled mobility for your trouble. At present, however, Kassadin finds himself unable to even show up to lane versus some of the mages he should be favored against.

In a world without mana potions and generally less early mana regeneration , we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit.

This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary. For being a late-game monster, Kassadin pays perhaps the highest price in terms of his weaknesses, often losing games outright before completing the items he needs to get rolling. We don't want to go overboard, but Kassadin buffs.

This ratio scales as you stack Riftwalk. While still potent as blinking damage-dealer, Kassadin often falls short due to the somewhat lacking rewards for closing into melee range.

It's important to note that the mana costs on Riftwalk scale exponentially so while that initial lowered mana cost looks small, it gets real big real fast. Currently, our focus is on Kass's super snowballing potential where, when he's ahead, he can help both himself and his team succeed by constantly slowing and punching people in the face.

We still don't want to go after Kass's iconic Riftwalk as that's clearly his core strength , but these changes mean Kass will have less offensive windows to go in. Specifically, making Kassadin's magic shield stronger ended up making him a little too stifling against a majority of mid lane champions which, in turn, amps up his already strong snowballing power.

On that note, while the concept of a magic shield has a strong connection to Kassadin's thematic and strategic niche, we're still examining a way to balance between thematic cohesion and raw champion strength. Old Kassadin could survive by blowing up targets dead targets don't deal damage , but since the rework put more emphasis on his mobility and close combat, he's had some problems sticking around the fight.

These changes are to give Kass more opportunities and rewards when he Riftwalks into the fray. Our focus here is to introduce more counterplay to Kassadin's kit, something we couldn't do with number tweaks alone. For example, lowering Kass's damage doesn't make for an interesting gameplay interaction it just means you can turn around and smash him in the face if you survive the burst , while increasing his cooldowns means he just needs to wait longer before blowing somebody up.

In the end, we opted for a full-on kit rework to reinforce his core theme as an anti-magic assassin with unrivaled mobility. These changes mean Kassadin must rely on his mobility to pick fights while finding opportunities to dive in and out of combat to take out targets. It's worth stressing: these changes are to make Kassadin less of a "blow someone up when you can" champion and more of a mobile attacker who wants to get in to fight while using Riftwalk to stay safe.

Obviously, this is a significant change, so we'll be watching his performance very closely. We've increased Kassadin's attack range and changed his passive so it no longer grants attack speed but avoids unit collision.

We reduced Null Sphere's damage and pulled off the silence, although it will still interrupt channeled abilities. Instead, Null Sphere now grants Kassadin a shield on use. Nether Blade now passively deals bonus magic damage per autoattack and, when activated, deals higher bonus magic damage as well as restoring some of Kassadin's missing mana.

No big changes to Force Pulse though we did reduce its damage a bit. Riftwalk, on the other hand, has a lot of changes. We've reduced its cooldown and it now scales with max mana instead of AP. Each stack now doubles the mana cost of the next Riftwalk but we reduced the mana cost and the number of max stacks to compensate. It also no longer refunds mana on hitting enemy champs. In the meantime, these are short term tweaks to knock his power levels down a peg while we continue testing.

Maybe, someone, somewhere, will get to play him in a ranked game. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Finally, Kassadin no longer gains magic resistance per level. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.

As an already effective mobile assassin, Kassadin does not need unnecessary pushing power. Main Page All Pages. Main page Recent changes Random page Join our Discord! Editing Help. New to League? Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. LEA Split 3. UPL Fall Playoffs. Logitech G Challenge Cono Sur. Kayle Judicator. Cho'Gath Terror of the Void.

Heimerdinger Revered Inventor. Anivia Cryophoenix. Most Popular Matchups League of Legends most often picked champions vs Kassadin, this is often heavily influenced by champion popularity. Orianna Lady of Clockwork. Ahri Nine-Tailed Fox. Zed Master of Shadows. Champions Good With These champions are good to pick with, as they synergize and work well when played together. Diana Scorn of the Moon.

Lee Sin Blind Monk. Champions That Kassadin Counters These are the Best Matchups and should avoid being picked if you are trying to counter pick. Azir The Emperor of the Karma The Enlightened One. LeBlanc The Deceiver. Ryze Rogue Mage. Karma Enlightened One. Akali Fist of Shadow. LeBlanc Deceiver. Viktor Machine Herald. Veigar Tiny Master of Evil. Similar picks. Ban suggestions. Game content and materials are trademarks and copyrights of their respective companies, publisher and its licensors.

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