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On September 16 2010 04:35 Mogwai wrote: yes. bad decisions with Kass are exceptionally costly.
I feel like kass is the least prone to variance of any hero I've played thus far. The right decision pretty much always pays off and the wrong one will frequently ruin your game, there's almost no gambling with him.
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On September 16 2010 05:41 Mogwai wrote: I was running Ghost Flash on Corki last night... I always run Ghost Cleanse on ranged carries, but I was surprised by how little I missed Cleanse.
Flash lets you get away from all of the stuns you used to cleanse anyway.
Atleast thats how I look at it.
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Just had a game where we won despite ashe's fantastic 0-6 10 mins into the game. I guess if someone had started raging we might have lost that.
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On September 16 2010 05:46 Phrost wrote:Show nested quote +On September 16 2010 05:41 Mogwai wrote: I was running Ghost Flash on Corki last night... I always run Ghost Cleanse on ranged carries, but I was surprised by how little I missed Cleanse. Flash lets you get away from all of the stuns you used to cleanse anyway. Atleast thats how I look at it. Yeah, but Flash has a much longer cooldown. It has more other utility though. There also are a select few stuns/snares that you can't Flash away from unless you stay out of cast range of that char, which is hard if that char runs Flash aswell.
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What build is recommended on kass? id look on the forums but..some of those guides i find difficult to trust
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On September 16 2010 05:41 Mogwai wrote: I was running Ghost Flash on Corki last night... I always run Ghost Cleanse on ranged carries, but I was surprised by how little I missed Cleanse.
I ran Flash Ghost on Ashe last night. Boy, did I miss that Cleanse as I went like 2-9.
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On September 16 2010 06:15 arb wrote: What build is recommended on kass? id look on the forums but..some of those guides i find difficult to trust You really think the op of this thread who mains kassadin wouldn't have a guide on him >.<
Guhhh, here goes I guess. This is gonna be long and more of an essay than a clear-and-cut guide, and maybe someone (like Neo) will pop it and change my mind on a few things etc. but this is the sort of "flowchart" I follow when I play Kassadin.
Ideally you want a solo lane, IMO, because he's a very dominating solo hero (he plays a bit like Pantheon) and you really want the level advantage to hit 9 ASAP, 9-13 is like the sweet spot for Kassadin because your nukes begin to hit their max firepower, which is important because he only really has two.
Soloing is relatively simple and yet not. For the most part your primary spell is going to be Q, due to its relatively low cost for its damage. Beyond that, a lot depends on who you're facing.
Against most physical DPS you're going to do something like Q W Q E Q, although in some rare cases you may go Q W Q W Q instead (I did it against Kayle) - I think I ended up doing double W because I didn't expect anyone to come (it's annoying ganking Kayle) and I wanted to overwhelm the Kayle with Q spam to supercede her heal - that's where the mana came in. And if she ever tried to stand and fight the higher armor pen let me actually outdamage her. Against Sivir I do something like Q W Q E, I want that early W to pop off the shield and actually land a good Q. One E I found was enough to outdamage her in a standing fight. Against Morgana I just massed Q and W for the same reason as Kayle - I wanted to pound down her shield and out-last her mana-wise. However if you're against someone with Clarity and/or Teleport you switch into farming mode, because you can't outlast, etc.
In the rare circumstance you're 1v2 against two melee, or are 1v1 against a melee, you can raise E over Q, as E scales better (kind of like Annie's W > Q), and E is a much more important spell in teamfights anyways. Even if I open with a stronger Q most of the time I stop at like level 3 Q and just pump E to bring it to 5 ASAP, as it's crucial for teamfights, given that it cools down almost twice as fast and is AoE.
In a 2v2 you're almost always going to level E over Q, and for the most part you ignore W altogether (as is the case against two melee usually) because you're not gonna need that mana return as desperately. It kinda depends on the lane, though, sometimes you'll find it beneficial to grab an early W for extra mana help and to smack people back if they try standing up to you. Always remember that grabbing a level of W is a weaker Q or E, and by relation ~30 less damage every harassment cycle, which adds up really fast. Only get it if you're absolutely certain you just want to whack them down via attrition, because W is largely useless in teamfights. It's hard for me to tell you how exactly I know when to get W, because I usually do it by instinct. Just try to look at your mana expenditure, damage output, lasting power, etc. and try to plot out what you need. It's not super complex but if you mess up it can slow you down a lot.
I favor Cleanse/Ghost. Because of the way you position yourself, and who you tend to go after, you end up being public enemy #1 for a significant amount of time. Between an Annie standing in the back and a Kassadin teleporting into your team to fuck up the carry, who do you think is the easier, and more urgent target? Yeah, the Kassadin. If you play REALLY careful you can get away with not having Cleanse against minimal CC, but I've found I get into the habit of relying on it, and die to the only CC on their team (Rammus taunt) etc.
A lot of people like Clarity, but I think if you're in a solo lane W can trump Clarity, especially if you land a few champion hits, so it's much more of a 2v2 domination spell. I have trouble using it, though, because I'm really stingy with spellcasting, so that's going to be up to player comfort with Clarity. It's nice to have the odd time that you jump too much and need one more bit of juice to escape etc.
I've not taken Ignite because I feel like for the most part Kassadin himself is like an Ignite - if there's a weak target he can usually get them anyways, especially if you take Cleanse.
Flash is nice, but it's about distance covered for me - Ghost will save you in places Flash can't, and vice versa. I'm more comfortable with Ghost, and have randomly died because I didn't realize Flash wouldn't save me in a situation Ghost would, etc.
I run 9/0/21 or 0/9(SoS)/21 Masteries, reason being that I love Meditate, faster cleanse (from uti21), and the extended neutral buff duration. Because of his nature as a spellcast harasser creep hits usually aren't that big of a deal, anyways. 15% magic pen is overrated IMO, the 3% cooldown is nice but not really worth the 9/0, so my main is usually 0/9/21, getting 6 armor, MR, and some decent hp regen. Better than nothing, anyways.
Item builds, wow I go all over the place here. The only real constants are that I open Doran's Ring + health pot, and I make Sorc Boots, unless it's late and I find I'm just being CC'd to death (then I'll switch to Merc, especially once I've finished Void).
I tend to rush Soulstealer these days, but it's risky business. My typical carry Kass build is Soulstealer into Guardian Angel into Void Staff, but depending on the game I've ended up with weird stuff like 4x Ring into Tear into Abyssal. He's very flexible, and doesn't need much money to dominate the time period he dominates (~level 9 to level 14), and after that it's just a matter of staving off father time via gold. Even with 20 stacks you'll find you just can't keep up late-game, so you're just a tanky support hero. You really, really want to end games in under 35 with Kassadin if you want to remain a relevant nuking carry.
Items I've been known to use: Tear/Arch NLR/Zhon Soulstealer Leviathan GA Abyssal Scepter (for MR) Void Staff Heart of Gold Aegis of the Legion Sheen (for mana)/Lichbane (mana + MR + proc) Haunting Guise Rylai
Positionally he's got some bizarre issues of having one of the most accessible escape/chase spells (that's expensive), a really long-range poke/silence, and an absurdly short-range aoe/poke/snare. What you'll find is that you have to have a really good mental image of the effective ranges of different heroes, and you also find that you chase/engage on foot (instead of teleporting) a lot, unless you're trying to surprise people or needing to cover ground in a hurry. People, in turn, will try to stay a whole screen away from you to force you to teleport for initiation - this lets them get a countermove on you, where you teleport, snare, but they just jump at you, and you've got seconds until your teleport out. His most effective spell is Force Pulse, it's your bread and butter, and it's really tough to use. If you can get good at spacing for Pulse, and can position yourself to constant catch multiple enemies (bonus points if they're squishies) during teamfights, you're on your way to abusing one of the nastiest spells in the game. On the other hand if you're getting ripped apart trying to space it, or die misplacing yourself, etc. then you'll feel pretty weak.
One of the tricks I use a lot initiating is to teleport in just into range, pulse, and ghost backwards, or I'll ghost up, pulse, and teleport a half-step away so that if they're still running I'll have a charged pulse and be able to teleport up to catch them again. If they're running Kassadin has a field day because he can port, pulse, and smack them with autoattack. And in teamfight skirmishes as you're pushing a tower, you're almost always at the front, poking with Q, harassing with E whenever you get the chance, and just being a general nuisance maximizing your damage output. It's why if I'm the carry I tend to favor banning Soraka/Taric, as they're "top-up" heroes with infinite mana, negating my poking. Together with an Ezreal though it stops mattering as much because they can't keep up with the crazy poking damage. It's a little old but shouldn't matter. I think he goes catalyst into soulstealer into GA nowadays but idunno, the one in the guide is strong.
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people should really read the op before asking about guides.
Or we should get our own forum section and just have a guides thread so people stop asking =p
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yaaaay RIOT paid me yaaay.
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after all those nasty things you said about them too!
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I just go double doran's ring, sorc boots into soulstealer rather than catalyst, and then usually abyssal scepter. I'm pretty sure your core is a minor item into soulstealer no matter what though.
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On September 16 2010 06:31 UniversalSnip wrote: I just go double doran's ring, sorc boots into soulstealer rather than catalyst, and then usually abyssal scepter. I'm pretty sure your core is a minor item into soulstealer no matter what though.
In solo lanes I usually open Shield now, but in 2v I open Ring and make a decision pretty early what I'm going to do. In the recording I put up last week I obviously went tanky/support and just opted to ignore damaging (he still hits hard but he won't really kill). I used to run Tear/SS/GA/Arch in dual lanes, that works too but is obviously more offense oriented.
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I go RoA -> Manamune -> Atma's Impaler -> Banshee's, but I'm just trolling cuz I suck with Kass.
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Marshall Islands3404 Posts
my wit's end/ghostblade opening on kass is superior. i never run out of mana i can lane until level 18, i also take clarity/teleport to further establish my laning dominance. i like to compare kassadin to morde since they should just be sitting in lane all day
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On September 16 2010 06:16 Southlight wrote:Show nested quote +On September 16 2010 05:41 Mogwai wrote: I was running Ghost Flash on Corki last night... I always run Ghost Cleanse on ranged carries, but I was surprised by how little I missed Cleanse. I ran Flash Ghost on Ashe last night. Boy, did I miss that Cleanse as I went like 2-9. I wouldn't want to go without Cleanse either. Unless the enemy has no stuns. With Flash I would either react to slowly or Flash right next to 4 enemies. The sad part is, I am so used to immediately Cleansing every single dangerous CC that I occasionally cleanse stuff that is blocked by my Banshee's Veil.
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If you use two main heroes, which ones give you the best diversity and/or fun to play?
What kind of item/rune/summoner builds are the best for them?
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Russian Federation4235 Posts
Imo teleport on Kass is pretty much essential. Just watch the map then teleport into the 2v2 or 1v2 lane for a double kill. Then things will get pretty. It's a super duper laning tool as well, since the thing Kass lacks most is regen and TP will return you to full HP every 180 (or I think so) seconds. Later on it's one of the better counters to BD since there's really not many ways to escape Kass and he can 1v1 almost anyone.
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Here is my data from doing practice games with jungle olaf.
My runes/masteries don't matter much because they are the same across all practice games for control.
https://spreadsheets.google.com/ccc?key=0AmEYMlSWWrzxdHB3WlJVX1V4M2NsOU00SG9pTmE1N3c&hl=en&authkey=CMTnzKYF
Data I've found:
Starting Q is about 5 seconds faster than starting W but uses more mana and a bit more HP Starting Doran's Blade is about 15 seconds faster than cloth armor but costs about 70g more due to only using 3 HP pots most of the time before going B. Starting stone golems and blue golem is pretty much exactly the same time for a full run, the difference being if you start stone golems you can kill them again before going B. You also have blue buff guaranteed to last through your first ganks
Let me know if you want other paths / items tested to test the data against my other runs.
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On September 16 2010 07:10 Fungee wrote: If you use two main heroes, which ones give you the best diversity and/or fun to play?
What kind of item/rune/summoner builds are the best for them?
If you don't know then really you shouldn't be "maining" anything. Just play everyone that is free and purchase your favorites to screw around with more later.
Then when you find one you really like and the recommended equipment isn't good enough for you anymore, then visit the first post of this thread for a guide.
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On September 16 2010 05:42 UniversalSnip wrote:Show nested quote +On September 16 2010 04:35 Mogwai wrote: yes. bad decisions with Kass are exceptionally costly. I feel like kass is the least prone to variance of any hero I've played thus far. The right decision pretty much always pays off and the wrong one will frequently ruin your game, there's almost no gambling with him.
Anyone that is godly with any hero will make them look OP - no one will argue with this. But if you can make 100% solid decisions in a game with Kassadin, you will dominate the game because of his unique nature.
If you play smart, you can prevent yourself from ever dying after lvl 11 (especially if you buy up a Guardian Angel just in case). Only Ezreal really even comes close to being this hard to kill, but he's just not in the same ballpark either.
Ezreal joins a fight and sticks there for a bit, trying to pump out his skills + autoattack chains. Kassadin just sits back patiently and safely, then jumps in right on top of someone only to disappear in the next moment. Because of this playstyle, you are effectively denying XP and gold to the enemy team by making good decisions with Kassadin. You can "force" kills that might otherwise have gotten away, and you can prevent deaths that might otherwise have happened.
The overall swing here is very powerful, especially if you can troll someone into chasing you even just for a second or two. That's why good decisions are important. It's kind of a part of what makes Kassadin a strong champ. You're an excellent target that the enemy team would just love to down. But any effort wasted on trying to get at you is generally to your advantage and your team's advantage. What other caster can troll a team so heavily?
Did I mention he does eleventy billion damage with his combo?
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