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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Kassadin

the Void Walker

AssassinMage

League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA12,296 gamesSample data

Role snapshot (Mid)

CTier
47.3%
Win Rate
2.4%
Pick Rate
0.3%
Ban Rate

12,296

Games

Moderate

Confidence

Matchup map (Mid) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

5,656 games

47.7%Win Rate

FlashIgnite

Reliable build

4,058 games

46.4%Win Rate

FlashTeleport

High observed win rate

1,476 games

49.8%Win Rate

FlashExhaust

Runes

Primary: Resolve

  • Aftershock
  • Font of Life
  • Second Wind
  • Revitalize

Secondary: Domination

  • Taste of Blood
  • Grisly Mementos

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Void Stone

    Kassadin takes reduced magic damage and ignores unit collision.

    Passive — never cast

  • Null Sphere

    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.

    Cost 60/65/70/75/80 ManaCooldown 9/8.5/8/7.5/7sRange 650

  • Nether Blade

    Passive: Kassadin's basic attacks deal bonus magic damage. Active: Kassadin's next basic attack deals significant bonus magic damage and restores Mana.

    Cost 1 ManaCooldown 7sRange 1

  • 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.

    Cost 60/65/70/75/80 ManaCooldown 21/20/19/18/17sRange 400

  • Riftwalk

    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.

    Cost 40 ManaCooldown 5/3.5/2sRange 500

Scaling — level 1–18

KassadinMid average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Kassadin

  • Deny the resetit wants a kill to come back out; a warded exit removes it

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Punish the cooldownKassadin is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 8/10, so a practised player gets more out of it than the average

ARAM performance

S
53.7%
Win Rate
0.2%
3.7%
Pick Rate
5.1%
0.2%
Ban Rate
2.1%
Damage dealt
100.9%
Damage taken
96.6%
Healing
96.0%
Shielding
93.7%
Ability Haste
+8

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.7
  2. 26.14Sample win rate across this patch+0.7
  3. 26.11Sample win rate across this patch+0.5
  4. 26.08Sample win rate across this patch+0.3
  5. 26.05Sample win rate across this patch+0.7

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.