Мид
МидIn lane, use Q to blunt the spell that actually starts the trade and sneak W autos wherever you can, because Kassadin’s early lane is really a shield-and-mana management problem, not a poke race
Treat level 11 as the spike that runs normal games, and only pre-stack Riftwalk when the fight is real so the first R still leaves mana for W, the reset, and a second jump
Most good Kassadin games start when mid or the first nearby jungle fight finally walks into your timer, while early roams from a bad wave are one of the recurring ways players throw away the champion’s takeover window
Stack Riftwalk before contact when you already know why you are spending the mana: a side brush collapse, a river fight that has started, a flashless target you can actually reach, or a tower dive where the first jump must already hurt. Do not pre-stack just to hover near a fight or threaten a maybe. If the enemy can still back up, reset vision, or force you to wait, you usually want the cheaper R so your W reset and second jump stay available. A good rule is simple: if the first blink is still a question, do not pay for the third one yet.
Kassadin takes reduced magic damage and ignores unit collision.
Kassadin fires an orb of void energy at a target, dealing damage and interrupting channels. The excess energy forms around himself, granting a temporary shield that absorbs magic damage.
Passive: Kassadin's basic attacks deal bonus magic damage. Active: Kassadin's next basic attack deals significant bonus magic damage and restores Mana.
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 teleports to a nearby location dealing damage to nearby enemy units. Multiple Riftwalks in a short period of time cost additional Mana but also deal additional damage.