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Kha'Zix Build Guide by Mathmos2

Assassin A Soon to be Comprehensive Kha'Zix Guide

Assassin A Soon to be Comprehensive Kha'Zix Guide

Updated on October 1, 2012
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1,573 Views 1 Comments League of Legends Build Guide Author Mathmos2 Kha'Zix Build Guide By Mathmos2 Updated on October 1, 2012
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Introduction

Hi, I'm Mathmos and this is my second guide on Mobafire. It focuses on one of the recent additions to the League, Kha'Zix the Voidreaver. Kha'Zix is a melee assassin, and one of the best duelers in the game. This guide is unfinished and will soon include a jungle guide and more information. Please do not downvote this guide without leaving a reason. Now, without further ado, my Kha'Zix guide!
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Pros/Cons

spaaaaaaace
Pros


+ // Great dueler. (1v1er)
+ // Decent lane sustain.
+ // Flexible.
+ // Great running away power.
+ // Is good at all stages of the game.
+ // Cool in-game appearance.
space
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Cons


- // Requires good positioning.
- // Teamfights can be hard.
- // Hard to play.
- // Focused .
- // Rengar wants your blood.
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Getting to Know Kha'Zix

Riot Lore

A vicious Void predator, Kha'Zix infiltrated Valoran to devour the land's most promising creatures. With each kill he absorbs his prey's strength, evolving to grow more powerful. Kha'Zix hungers most to conquer and consume Rengar, the one beast he considers his equal.
When Kha'Zix crossed over into this world, he was fragile and ravenous. The animals he first encountered were too small to fuel the rapid evolution he craved. Kha'Zix focused his hunger on the most dangerous creatures he could find, risking his life to satisfy his need. With each kill he feasted and changed, becoming a stronger, faster predator. Kha'Zix soon chased his prey with unrestrained aggression, believing he was unstoppable. One day, while savoring a fresh kill, the predator became the prey. From cover a creature pounced in a blur of fangs and steel, tackling him to the ground. It roared in his face slashing and clawing, and Kha'Zix felt his blood spill for the first time. Screeching in fury, he sliced at the brute's eye driving it back. They fought from sunset to sunrise. Finally, near death, they reluctantly separated. As his wounds closed, Kha'Zix burned with anticipation at the idea of devouring one who could match the Void's strength. He resumed his search for powerful prey with renewed vigor. Someday, Kha'Zix will feast on Rengar.
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Masteries




Offensive Tree
  • Summoner's Wrath : With this guide you will be taking Ignite and the extra 5 AD early game will help out tons with your ability damage and last hitting powers. If you do not take Ignite, this will still improve Exhaust and Ghost. If you take none of these, put a point into Butcher to improve your last hitting.
  • Brute Force : More damage, essential for any AD champion. Once again, the extra 3 AD will really help out with last hits and spell damage.
  • Alacrity : Attack speed is another essential for AD champions. While this build doesn't focus on attack speed, it's still a nice thing to have.
  • Weapon Expertise : This is one of the best masteries in the game. Most people don't really notice how much armor is reducing their damage output and this nullifies some of that.
  • Deadliness : Ahh, more precious AD. In the end this gives you 9 extra AD. It doesn't look like much but in a close fight it can really make the difference. (Assuming you have Ignite down, that is 17 extra AD of masteries).
  • Sunder : This isn't nearly as good as Weapon Expertise but early game 6 armor is quite a bit and this will make a difference. And winning the lane or not can effect the rest of your game.
  • Sorcery: Kha'Zix is quite dependent on his abilities and CDR will help you gteatly when combined with your 9 Greater Glyph of Cooldown Reduction. You could replace these 4 points with Havoc / Vampirism and Butcher / Demolitionist .
  • Executioner : That extra 6% damage on low health targets will really help your assassinating powers and last hitting. Also good in duels.


Defensive Tree
  • Hardiness : The extra 6 armor can easily save your life early game, and in some cases even late game. If you are in draft pick and you see that the enemy top is AP, put 1 point in this and 3 in Resistance instead.
  • Resistance : The 2 magic resist will help to slightly reduce the damage of any of your enemy top's magic damage abilities (if they have them) and the damage of ganks from mid or an AP jungler.
  • Durability : The extra 6 health per level will help you out quite a bit, well as far as masteries go. You also need this to unlock Veteran's Scars which is a truly awesome mastery.
  • Veteran's Scars : An extra 30 hp. Early game this will help tremendously with taking minion aggro. And I can't count how many times I escape with under 30 health. This thing is a real life saver.
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Runes


  • Greater Quintessence of Attack Damage: Due to Kha'Zix's awesome AD scaling, I find that flat AD works better than armor penetration on him. And if the enemies armor is really becoming a problem, just get Last Whisper earlier. You can swap either these or your marks for armor penetration if you really want it.
  • Greater Mark of Attack Damage: Once again, flat AD is better on Kha'Zix. Because of all the extra AD you will have off masteries and runes, (at level 18 with Ignite down) you will have an extra 32 AD!.
  • Greater Seal of Armor: Most of the enemies you will be against at top are AD champions, and the extra 12.69 armor will really help reduce their poke. Even if they aren't AD, this will reduce their auto-attack harassment and minion aggro.
  • Greater Glyph of Cooldown Reduction: As I mentioned earlier, CDR is really effective on Kha'Zix. These, combined with Sorcery, should really help you kill your opponents with your abilities and to escape with Leap and Void Assault. These, like Sorcery, are very flexible. Feel free to get MR per level or flat MR runes over this.
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Summoner Spells

Beast Summoner Spells
Ignite is an awesome ability at finishing low health targets that would otherwise escape. As an assassin, killing low health champions is one of your jobs. This spell cannot be swapped if you see someone like Sion or Dr. Mundo on the enemy team. Flash is great for escaping or covering long distances to kill escapees when combined with Leap. If you leap into a fight, this can be used if things get hairy and you need to make your escape. A smart player will not need this much and it can be swapped with Exhaust. If you do this, make sure to be careful where you leap and try to get into a fight with Void Assault when possible. Exhaust makes you virtually impossible to escape. In addition, you have to remember that it will lower its target's damage output and their armor, so don't just use it on fleeing enemies. Replace this with Flash if you think you can handle it.

(Note: After you evolve (if you evolve) Leap, Flash won't be necessary as you can Leap in, kill your target, and Leap out again. If you are jungling, this spell is essential for clearing camps faster while retaining health. When you start getting into mid and late game, you will also need Smite to secure monsters for your team, like dragon. This guide does not yet include jungling, but I thought I would put this here anyway.

Good Summoner Spells
Ghost is a great spell for chasing fleeing enemies, especially seeing as you already have an inbuilt Flash in the form of Leap. This is also quite the good spell for running for your life, but you shouldn't be doing to much of that. If you do get this, do not get it with Flash. Cleanse is a good spell for heavy CC teams. I do not recommend getting this in blind pick and only get it in draft pick when they have some major CC. Make sure to wait for the right moment to use this and don't use it when you can still secure a kill/run away. I would only suggest getting Teleport when you are against a hard lane. Its only other uses are to backdoor and counter backdoor and that isn't really worth it when you can have things like Exhaust and Ignite.

Bad Summoner Spells
This thing is only good for tower baiting early game. Late game it isn't even worth an ADC auto-attack and if used in a life or death situation, you will still die. If you had any of the Beast Summoner Spells, you could possibly survive. This stupid spell gives you a pitiful amount of attack speed, which this build doesn't focus on, and a tiny amount of AP, which Kha'Zix barely uses. Please no! Barrier is an awesome spell in Proving Grounds and I would always recommend getting it on the Proving Grounds. However, this guide focuses on Summoner's Rift, and you can't get it.

Kha'Zix will hunt you down and kill you





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Skill Explanation and Sequence

  • Unseen Threat: Proper use of this spell can seperate good Kha'Zix players from bad Kha'Zix players. As far as passives go, it's one of the best, a good damage increase and an awesome slow. When harrasing the enemy with auto-attacks, only do so when this is active. When fighting people, weave in and out of bushes to continually proc this. You can also use Void Assault while fighting to get this active.
  • Taste Their Fear (Q): This is your bread and butter and one of the most powerful basic abilities in the game. It scales massively of bonus AD, so getting lots of AD is very important. The ratio against isolated targets is higher, along with the base damage. Try and use this on isolated targets as much as possible, but still use it on targets that aren't. Try and only harass isolated enemies with this. This is also what makes Kha'Zix very good against long ranged champions. You should max this first for the massive damage.
  • Void Spike (W): This is your only ranged harass and it can hit rather hard. If you want to use it to hurt your enemy, but don't need range to do so, use this up close for the heal effect, even though it scales with AP. This should be maxed second because its damage is second to Taste Their Fear and it can't be used as much anyway.
  • Leap (E): This is Kha'Zix's utility spell and as a result should be maxed last. It can be used to close the gap between you and an enemy, or to run away like a boss. As it still does deal damage, try and land on your enemies when you are using Leap to reach them.
  • Void Assault (R): Ahh, your ultimate. It gives you stealth for 1 second and an extra 40$ move speed for this time. Void Assault has many more uses aside from running away and, from personal experience, not many people use them. It Its first use is, as I said, to run away when the going gets too tough, using stealth and speed to evade your enemies. As you will usually engage with Leap, this will be needed to get out if you can't beat your opponent. It can also be used to trigger Unseen Threat so that you can damage and slow your enemies more. It's third use is to engage on a fight, keeping Leap open for running away. This won't be needed as much if you evolve Leap. Note that it can be used again within 10 seconds for free. Level it up whenever possible and remember to not use your evolution point in combat.
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Evolutions Explained

(No alliteration intended)

  • Evolved Enlarged Claws (Q): This is Kha'Zix's best evolution for people who like killing stuff, like me. You will deal 12% of isolated targets health in bonus damage. On top of Taste Their Fear's insane isolated damage, this evolution will utterly destroy low health targets. As an assasin, you will be killing the low health guys first and this will help heaps. This can take out squishes that are on around 1/4 health in one shot. It will also increase the spells range and your attack range. In an ideal game, evolve this first. However, if you are getting pushes around lots, this isn't a very wise thing to evolve first. Remember to always evolve it at some point, no matter the situation.
  • Evolved Spike Racks (W): This is pretty much Kha'Zix's worst evolution, and is usually the one I don't evolve. All it does is send 2 more spikes off the sides of the original one and apply Unseen Threat. I find that I don't need the extra 2 spikes or the ranged application of Unseen Threat. However, if you are in a tough game, you may want to get this first to farm from far away. I must say, it is awesome at clearing minion waves.
  • Evolved Wings (E): Firstly, this will increase the range of Leap. This means you are way harder to chase and that you can easily get up close to your chosen victim. Secondly, it turns your Leap into Tristana's Rocket Jump without the slow, that is that it refreshes on kills and assists. I usually evolve this second, after Taste Their Fear for the greater defensive and offensive power it gives you.
  • Evolved Active Camoflage (R): Evolving this allows you to enter stealth for a third time and makes you take 40% reduces damage in stealth. It may not seem like much, but it gives Void Assault a fourth use, reducing the damage from otherwise fatal projectiles. When you think about it, lots of champions have abilities that will take a while to reach you, and using this can save your life. I usually evolve this third.

NOTE: There are rumous going around that scoring a pentakill will grant you a fourth evolution point. Unless you have to do this on level 18, these rumous are false because I got a pentakill on level 17 and nothing happened.
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Item Build



  • : Great boots for an enemy team with some deadly AP and/or CC, which would be almost all teams. The CC reduction is especially important because if you are CCed during a team fight, it might give the enemy team the chance they need to take you out.
  • : You get the 2nd highest damage in the game off a fully farmed Bloodthirster and you definitely need it. After you get this bad boy, you can start bursting down lone squishies so fast they shout "OP" in all chat.
  • : After you get your Giant's Belt people will start to have quite a bit of armor, and we don't want that. In combination with Weapon Expertise , you will have 50% armor penetration after getting this.
  • : By now you can be bursted down by focus fire in a worryingly short time, even with Giant's Belt. It is necessary that you turn it into a Warmog's Armor so the enemy can rage at you for having more health and damage than them.
  • : Throughout the game you may have noticed people escaping you. It's true that the slow from Unseen Threat isn't always enough. Frozen Mallet to the rescue! As well as greatly increasing your health, (therefore damage from Atma's Impaler), this will also give you a bit of AD and the awesome slow that will make escape near impossible. What more could you want? If you want the slow earlier, get Phage sometime after Last Whisper.
  • : This thing is full of goodness. With your high health, this thing will be giving you massive 65 AD. (Assuming you have the Elixir of Fortitude) It also gives you some armor which is nice and some crit chance, which isn't too good but can still help.
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Why no Youmuu's Ghostblade????

I have said that CDR is really helpful on Kha'Zix many times, so you might be wondering why I don't get a Youmuu's Ghostblade. In this chapter, I will explain why. Take note that there is also a Youmuu's Ghostblade build below and it is a situational item.

First, lets break down the stats we get of Youmuu's Ghostblade, and see whether we need them as Kha'Zix or not. First, we have 30 AD. This is good on Kha'Zix but if we look more closely, we see that it is only 10 more AD than what you get off Frozen Mallet. And yet, Frozen Mallet gives you tons of health and an awesome slow. As far as other items go, the only one that Youmuu's Ghostblade gives you more damage than is Warmog's Armor, and we need that for health. (Note if you want to sub Youmuu's Ghostblade into this build, you would actually replace Warmog's Armor. However, I don't suggest doing this).

Secondly, it gives you 15% critical strike chance. This is not a crit chance build and the only exception to this is Atma's Impaler, but it gives you armor and loads of AD. I have said enough.

Next we have 20 armor penetration. This is actually reduced to 10 armor penetration because of your Last Whisper and Weapon Expertise . that is that is halved by your % armor penetration.

Now we have the CDR that makes Youmuu's Ghostblade so attractive. Lets think about it. With masteries and runes, we have 10% CDR before the game starts. Now, when you start getting lots of kills, you are bound to pick up a blue buff. This will give you 20% CDR so thats 30% CDR in total. Youmuu's Ghostblade gives 15% CDR so we have already wasted some. Now, in late game you will also be able to get Elixir of Brilliance. That gives you 10% CDR. That's 40% on the dot, no Youmuu's Ghostblade required.

The active also gives you move speed and attack speed which you don't need.
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Situational Items

Keep in mind that you don't have to replace the item I say here, it is just the recommended.

Replace This
  • : Get these when the enemy team is extremely AD heavy, the enemy top is AD and is punishing you or when the enemy team has a fed ADC.
  • : Get these when you don't need the survivability that other boots offer, though I would only suggest getting these in normal games.
  • : Ahh the true boots of the assassin. Only get these if you are roaming alot. And I do mean alot!

Replace This
  • : I know I said you can get 40% CDR without this, but you won't have it quite as soon and you can't have it forever. You will be missing out on lots of health if you do this so do it at your own risk.
  • : If you don't need health but do need armor, this item is golden. Gives you armor health and even CDR! It also makes you much harder to kite, and that was already hard!
  • : This is a good item if you are snowballing. Make sure to NEVER get this if you aren't completely annihilating your enemies.

Replace This
  • : I have found that Trinity Force is mostly wasted on Kha'Zix. The Zeal component is worthless and the Phage, isn't as good as Frozen Mallet. That just leaves Sheen, which kinda works but isn't worth it for the massive price. I suppose you could get this if you were getting really fed, but don't try and aim for it normally.
  • : You will be giving up that slow, but if you want to be a bit more safe, this is the item for you. Not only does it discourage enemies from hitting you, it also allows you to dive into fights and take out high priority targets. If they target you, you will just go into revive invincibility. Meanwhile your team has killed the enemy team.


Replace This
  • : If the enemy AD is really wiping you out, getting this is way more important than Atma's Impaler. But remember, this is when they are really fed. If not, you can simply assassinate them and get out before anyone knows what is happening.
  • : Another snowballing item. This one, on full stacks, will give you 10 more AD than a fully farmed Bloodthirster. As a result, only get this if you are absolutely crushing the enemy team. NEVER get this item and Leviathan. Dying will crush you too hard.
  • : If you are feeling strong but not quite immortal, a second Bloodthirster is the thing for you. This will consistently keep your AD up higher.
  • : If the enemy AP is really destroying you, take this. The 400 damage magic shield is really helpful, as is the 55 AD. You also get an extra 1 AD for every 2.5% of your health missing which is pretty cool. (Get the Hexdrinker after your Warmog's Armor or Warmog's Armor substitute).
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Alternative Builds

There are some alternative builds I have been thinking about, and I may include them properly and add descriptions later, but for now I just have the finished builds down here. I will add more based on my own experiments and any good suggestions I get.
Glass Assassin

Youmuu's Ghostblade
Situational Item

Not many are there?
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Early Game

Grab your Boots and 3 Health Potions and make your way to top. If you are on blue team, help leash your jungle's wolves and blue or guard the blue if they start at red. The same goes for purple team but the other way round.

When the minions reach the lane, focus on last hitting. NEVER push your lane, either by using spells on the minions or battering away with multiple auto-attacks. Hit your opponent with a few Void Spikes to discourage them from attacking you, or even last hitting. Don't harass them with regular auto-attacks unless you have Unseen Threat active. If you see that they are isolated, use Taste Their Fear on them.

If the enemy jungler ganks you, quickly leap out unless they are both on quite low health and you think you have the health and damage to burst them down. If you are on purple team and the enemy jungler starts on blue, I suggest getting Leap first or second to escape in case you are level 2 ganked.

If you are zoned or getting killed lots, make sure to buy gold gain items and get your jungler to gank top frequently. If the enemy is isolated and you think you can beat them, use the 1v1 combo mentioned in the next chapter.
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Combo

There is 1 main combo for fighting 1v1s with Kha'Zix. It can be shortened or lengthened based on how strong your target is. (Remember to try and fight while the target is isolated).
> > > >

Add Ignite/ Exhaust at the end if the target is still alive. If you have Youmuu's Ghostblade, use it after Void Spike. Keep repeating this combo if required. You can also use Void Assault to engange the fight or to keep getting Unseen Threat up.
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Lane Opponents & How to Beat Them (A-H)

Note that these are not set in stone and are just general difficulty levels. Don't feel invincible against champions I marked as 1 and don't feel hopeless against ones I marked as 5. When it comes down to it, it's mostly based on your skill level compared to your opponents.

Akali
Difficulty: 4/5.
Abilities


Akali is a rather annoying opponent to play against. Before she reaches level 6, she can't really do much but evade you with Twilight Shroud and last hit. When she hits 6, she will suddenly turn hypo-aggressive and hurt you heaps. The best way to counter her is to harass her tons before she gets 6, zoning her and putting her on low health. This way, she won't be able to hurt you without getting a gray screen. If you fail to do this or she goes back to base play very defensively and just try and last hit. If it gets really bad, invest in an early Hexdrinker.

Amumu
Difficulty: 1/5
Abilities


You won't see many Amumus in top but sometimes you will have to face one. Stay behind creeps to avoid a Bandage Toss, ult and jungle gank. To avoid this completely, place a ward near baron and the tri-bush if your purple team. Amumu can't beat you 1v1. Make sure to Unseen Threat attack him and shoot Void Spikes at him, to keep his health lowered. When you see that he is isolated, go in for the kill with the 1v1 combo. Pretty soon you should be fed. At this point, start helping out your mid a bit with well timed ganks.

Cho'Gath
Difficulty: 3/5
Abilities


Alas, you have to harm a fellow of the Void. And he can be quite tricky too! Cho'Gath has pretty good lane sustain through his Carnivore passive and can burst you down when you think you are safe with Feast. He also has the health to survive your combo. Just concentrate on farming and harassing him and try to zone him so he doesn't regain life. Dodge his Ruptures by moving toward him or to the sides as most Cho'Gaths will use it behind you. If he is isolated and on around half health and he uses Rupture, use Leap to get to him and start bursting him down. Without Rupture, he will be forced to burn Flash/ Exhaust or die. Check to see how much damage his Feast does so you know if you have the health to attack him at anytime.

Darius
Difficulty: 3/5
Abilities


Darius isn't as bad as most people think. Focus on last-hitting and harassing him with Void Spike. Since his range is bad, he won't be able to do much about this. When you try and last hit, he will probably use Decimate. The best thing for it is to walk towards a creep and then quickly juke back when you think he is about to Decimate. If he blows it and is isolated, Leap onto him and combo him to hell. This will either kill him or put him in no condition to stop your last-hitting. If he is beating you, call for lots of jungle ganks so you can get more gold and levels than him. Use Exhaust on him when you think he is about to Noxian Guillotine. If he pulls you and is isolated, stay close to him and kill him.

Dr. Mundo
Difficulty: 3/5
Abilities


This guy generally goes jungle but he can sometimes be found top. Stay behind minions to avoid his Infected Bonesaws. Harass him with a few Void Spikes and call for jungle ganks to wipe him out. If he is isolated and on low health, leap on him and force him out of the lane, or even kill him. NEVER tower dive a Dr. Mundo. If he is chasing you, weave unpredictably so that you aren't slowed by his cleavers. Always take Ignite.

Fiora
Difficulty: 4.5/5
Abilities


She deals more damage than you. It's that simple. Stay back and try and last hit as well as harass her at range. Ask your jungler to camp top and start Cloth Armor and 5 Health Potions. If you are in draft pick and you see a Fiora pick before you, do NOT go top at all costs. Only try and harass her up close when you see that her Burst of Speed is down. Don't attack her when you see Riposte active. When she uses Blade Waltz, flash into your tower so she comes with you. Then Exhaust her and spam all your skills on her. This is one of the only ways to kill a good Fiora player. Good Luck!

Gangplank
Difficulty: 1/5
Abilities


Gangplank is a very easy opponent for Kha'Zix. Unless his Parrrley crits you, there is not much he can do. If he comes to Parrrley you, retaliate with Void Spikes or an Unseen Threat auto attack. Save Exhaust (if you have it) until after he eats some oranges, or it will be k. Pounce on him and kill him whenever you have around the same health and he is isolated. If he uses Cannon Barrage, simply Leap through it and it's not k. Also don't tower dive him unless he is really low, cause a crit Parrrley could kill you or he might just eat some oranges.

Garen
Difficulty: 2/5
Abilities


Garen is a pretty easy opponent to beat if you know how. Most Garen's will try and Decisive Strike you alot. When they go in for this, strike back with Taste Their Fear and an Unseen Threat auto attack. He will lose more than you. Make sure to harass him with Void Spike so he doesn't get his health back from Perseverance. When he starts using Judgment, Leap over him so he can't escape back to his tower. Then use your combo on him. If there is a pattern of him escaping through the river when you do this, tell your jungler to wait in the river bush. Never fight Garen on low health.

Gragas
Difficulty: 1/5
Abilities


Gragass is an easy opponent. His only form of harass is Barrel Roll which you can dodge easily by doing things such as moving forward not backward when he uses it. Don't make a pattern of how you dodge it though, or he will change his strategy and hit you. Keep harassing him with Void Spike. If you see him channeling Drunken Rage in an isolated location, Leap onto him and use your combo. His combo involves Body Slaming into you and then using Barrel Roll and Explosive Cask. If he starts this combo, Leap behind him. He will probably only have his Explosive Cask left at this point, maybe nothing. Go and combo him and the kill is yours.

Hecarim
Difficulty: ?/5
Abilities


More information needed. Come back later.
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Lane Opponents & How to Beat Them (I-P)

Irelia
Difficulty: 4.5/5
Abilities


Her passive doesn't work on you and that's about all you have going for you. Her sustain is quite nuts with Hiten Style and Transcendent Blades and she deals boatloads of damage with mere Hiten Style auto-attacks. And if you actually get the advantage over her, she just stuns you with Equilibrium Strike. Do not play Kha'Zix if you see you are against Irelia. If you end up having to face her, get tons of jungle ganks. Just focus on last hitting and keep in mind that you have better auto-attacks than her. If she goes for you, use an Unseen Threat auto-attack and Void Spike. If she becomes isolated when trying to attack you, spam Taste Their Fear and get her down. Only engange her if she is isolated and on much lower health than you. Good Luck!

Jarvan IV
Difficulty: 2/5
Abilities


Jarvan IV is pretty easy but not a total walk over. Always keep moving to dodge his Dragon Strike and Demacian Standard and never stay around the flags. If you are fast enough, you can also leap out of Cataclysm as Jarvan IV is in mid-leap. When fighting him, make sure to push at him while his Martial Cadence is already used up. If he uses Demacian Standard behind you whilst you are chasing him, quickly go to the side to stop the knock-up. Otherwise he will put the flag in front of him and just run away like the Demacian Dog he is. Then it's just free farm! I suggest attacking Jarvan IV while he is isolated but you don't strictly have to.


Jax
Difficulty: 4/5
Abilities


Jax is so strong, it even says that in his lore. Leap Strike and Empower used together will take out large chunks of your health, and if you actually manage to beat him, he can just use Leap Strike and Counter Strike to get away. Try and last hit and harass him from far away. If he enganges on you, he will probably be isolated. Whatever the case, use Taste Their Fear and Unseen Threat on him and then quickly back off. The longer you fight Jax, the more likely it is for him to win. If you have your jungler stationed in the river bush or tri-bush, you can bait a Leap Strike and Counter Strike stun, and then unleash hell on him. Don't do this on low health cause he will probably just kill you and then slaughter your jungler.

Jayce
Difficulty: ?/5
Abilities


More information needed. Come back later.

Kayle
Difficulty: 3/5
Abilities


I must say, this is a very equal lane, atleast from my experiences. Just try and farm and stay back a bit when she uses Righteous Fury. Keep harassing her with Void Spike and perhaps auto-attacks when she gets too close. Soon her health will be down and, hopefully, her mana too. If she uses Reckoning on you, lay low for a bit as she will deal extra damage too you. If she is isolated, go for it with your combo, but don't Leap in if possible. If her ultimate is up, she will fight back knowing that with the 2 seconds of immunity her ult provides she can kill you. When she does ult, get the hell out of there and come back if your health is high enough when it wears off. You should probably be able to kill her here or burn an escape summoner spell.

Kennen
Difficulty: 2/5
Abilities


Kennen is merely annoying. He will throw shurikens at you all day and hit you with a couple of auto-attacks. Stay behind minions to avoid this a bit and always harass him. If he gets too close, hit him with auto-attacks, Void Spike and Taste Their Fear. Either wait to he is isolated or to when he is on lowish health, and then crush him. If he uses Slicing Maelstrom, simply Leap out. If it is on cooldown, either burst Kennen down quickly or Flash out.

Lee Sin
Difficulty: ?/5
Abilities


More information needed. Come back later.

Malphite
Difficulty: 3/5
Abilities


You can't stop the rock, but he can't stop you. His Granite Shield makes him harder to harass than other champions and allows him to take minion aggro while hurting you. When you harass him, make sure to not just take out his shield, but some of his health. Fortunately, he won't be able to use his own harass much without getting mana starved. Like Jarvan IV. Malphite's ult can be dodged with Leap if your reflexes are good enough. You can also use ganks to hurt Malphite and either make him go back to base or get zoned. You will not be able to combo Malphite down from full health as you can with lots of other champions, so you will have to slowly wear him down with ganks and harass. If he is on high health but isolated, you can still use your combo, but don't go and put Ignite and Exhaust on him.

Maokai
Difficulty: 3/5
Abilities
arcane smash

Aren't many Maokai players that go top, but it still happens. His passive means that the more spells you use, the more sustain he will end up getting. So don't waste your spells! Make sure to ward the river (and tri-bush for blue team) because Maokai is a CC nightmare and you probably won't survive jungle ganks. Try and harass him alot but don't miss or you are practically giving him health. One stratergy I have found effective when pushed to the tower is to Flash into your tower as he is using Twisted Advance. You can the proceed to combo him to death with the help of the tower. When your jungler is ganking, don't stand too close together or arcane smash will slow both of you. When he uses Sapling Toss, it is also wise to put some creeps between you and it before it lands.

Master Yi
Difficulty: 2/5
Abilities


This lane barely scraped in to get a 2, just because he can kill you. But hardly ever. Just keep harassing him and he will go into Meditate. If he does this whilst isolated, simply pop Ignite on him and burst him down. He's so squishy and you should almost always be able to do this. If he somehow gets fed of other lanes or something and you need to run away from him, make sure to Leap over walls and not just towards your tower. You have just escaped. If you are actually having trouble, get ganks before level 6 because chasing Master Yi with Highlander is about as useless as chasing Singed.

Mordekaiser
Difficulty: 4/5
Abilities


Mordekaiser is tanky enough to survive your combo and yet he still hits like a truck. Fortunately, you can actually do something about. When you go to farm, Mordekaiser will generally use Siphon of Destruction on you. This will also hit your creeps and, combined with the fact that he will be zoning you, will push your lane hard. Then, get your jungler to gank top heaps so that you can either kill him or get him out of lane. Pretty soon, you will enough of a level and gold advantage that you can actually 1v1 him. Even if he gets wards while he is still beating you, you will be pushed to the tower and he won't have time to escape. If Mordekaiser is killing you, simply leap away. He can't realistically kill you if you are smart. As you get into teamfights later on, make sure your that your whole team focuses him or no one hits him at all because of his shield. You don't want to waste your firepower.

Nasus
Difficulty: 3/5
Abilities


Nasus will just be farming his Siphoning Strike in the laning phase and it's your job to stop him. Harass him as much as you can and deny his last hits whenever possible. His only sustain is through lifesteal, so if you can harass him enough in one go and then zone him, he won't be able to do much. If Nasus suddenly turns aggressive on you, it almost always means that you are about to be ganked. RUN! If you can't get Nasus to back down and stop last hitting, let him push your lane. Now he won't be able to last hit as much. This requires a bit of a sacrifice from you, but remember that his last hits are more important than yours. If he is pushed to your tower and continues to last hit, get jungler ganks. As Nasus can only slow one person, you should probably be able to kill him. Never tower dive a Nasus unless his ult is already turned on/on CD.

Nautilus
Difficulty: ?/5
Abilities


More information needed. Come back later.

Nidalee
Difficulty: 1/5
Abilities


This is insanely easy. INSANELY! The only thing she can throw at you (literally) is her javelins and besides that she can't do anything against a good Kha'Zix player. Dodge her javelins by hiding behind creeps or making unpredictable movements. Push your advantage as much as possible by zoning her and using Void Spike. When you see her isolated, go for it. Your Taste Their Fears should be able to take out crazy amounts of her health, (around 1/4). Make sure to have Unseen Threat ready for killing her though, she is very good at running away so you need the slow. Make sure to ward if you are pushing the lane down too far.

Nunu
Difficulty: 3/5
Abilities


This is a surprisingly hard lane for Kha'Zix. His Ice Blast deals insane damage and can perma-slow you. He also has high sustain through his Consume. It's important to remember that he can't do much after using his Ice Blast on you. Abuse this. A Taste Their Fear when he is isolated as well as a few auto-attacks will lower him tons. Unfortunately for you, Consume will nullify some of this. However, you should still be trading even. Once Nunu & Willump hits 6, be careful for Absolute Zero and try to keep Leap available. If you can't see Nunu & Willump and your move speed and attack speed suddenly drop, get out of there if you don't want your health bar at absolute zero. When ganking Nunu & Willump, try to do it when his Blood Boil is down.

Olaf
Difficulty: 5/5
Abilities


Yeah, your screwed. Avoid this lane at all costs. His Undertow will take out unreasonably large amounts of your health out from afar, and during the slow he can come up and Reckless Swing you, crushing your health bar. He also has massive sustain and damage through his Tough It Out. And did I mention he has loads of health? If you end up getting stuck with this lane, just focus on farming. You can harass him if you want, but he will just lifesteal it back or retaliate violently. Get your jungle to camp top. If he wards, get vision wards. It can't be stressed enough how much you need ganks. Get lots of gold gain items to make up for the farm you will probably miss.

Pantheon
Difficulty: 3/5
Abilities


And now I have just run out of time. I will continue on with these after I include the jungle guide.
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Lane Opponents & How to Beat Them (Q-Z)

Soon to be completed.
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Mid Game & Teamfights

Mid Game



By now the first few towers are down, and some teamfights are happening. If the enemy top remains in the lane, you should also stay to prevent them from pushing your towers and/or getting fed on CS. Make sure to ward the river and be aware if the enemy team is MIA. Try and kill the enemy top as much as possible if you have even the slightest advantage over them and make sure to not fight them with their minions if possible.

If the enemy top has joined their team you can either push the top towers (I suggest doing this if you haven't yet taken the Outer Turret) or also join your team. Make sure to ward possible routes the enemy may take to reach you and kill you. If you join your team and a teamfight erupts, you have to be ready.

Teamfight!



There are 2 main teamfight combos. These combos should be executed on the biggest, isolated damage threat. If no damage threats are isolated, go for the squishiest damage threat. The first combo is for when you have not evolved Leap and the second is for when you have.

> > > >

Remember to flick on Youmuu's Ghostblade and add Ignite/ Exhaust if required. After doing this, you can either Void Assault out or move onto the next damage threat, either with Void Assault or without.

If you have evolved Leap, you can use it to engage instead. Then follow the combo and Leap to your next target or use it for an easy escape. This also leaves Void Assault open for running away. If you take down your second target without needing to run away, your team should have won the fight by now. If they haven't, clean up any stragglers or use Void Assault to retreat and defend your base.
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Late Game

At this point, most towers are gone and baron nashor has probably been slain. You can almost never go anywhere alone, the 2 exceptions been when the enemy team are all dead or all faraway from you. Unless the enemy ADC sucks really bad/is completely underfed, go for them. In Late Game, the ADC will almost always have the highest damage output and need to be shutdown fast. Even if you die killing them, your team's ADC can then slaughter the enemy team relatively unchecked. Late game Kha'Zix can also backdoor if the situation calls because of his good escaping abilities, but try and do this while the enemy are far away. When backdooring, you should almost always retreat if you have just killed a tower/inhib as the enemy team will come running. If you see an enemey that is away from their team, feel free to assassinate them. Remember that late game Kha'Zix is very hard to 1v1 if you play right.
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Closing Statements

I hope you enjoyed my guide on Kha'Zix and learnt how to play him better. Always remember that this is a guide not a build. So if you don't like my build, leave me a comment explaining why and don't just downvote me. Perhaps list a few items you would like to see included. If you didn't like the information in the guide or felt it was missing something, tell me what it is.

I will continue to expand this guide, adding alternative top builds and a jungle section, as well as finishing the "How to Beat" sections.

I would like to thank jhoijhoi for the guide on making guides (found here) the dividers, and some of the template.
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Change Log

  • 2/10/2012: Guide is released.
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League of Legends Champions:

Teamfight Tactics Guide