Kha'Zix Build Guide by BloBBloB99
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Boots and Enchantments
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The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
||I've always been interested of the magnificent power that lies in evolution. In fact, when I played Pokémon, I didn't want to catch 'em all, but to evolve 'em all. Genes transfer from generation to generation, but only they wo survive, are the holder of the next generation's genes. Only the strong survive. Kha'Zix fully master this, as he can constantly change the way his genes affect him. Simply put; The void gave him a gene making him able to evolve a limited amount of his already existing genes.And that's pretty damm awesome. So I love Kha'Zix's concept, his utility from Leap, his insane nuke, the fact that his evolution path affects his model and just about everything about him. As such, I'd like to tell you the 'proper' way of playing our li'l genebeast here.|
First of all, I prefer Flat AD Quints, due to the same reason as my marks: THE STRONKER, THE BEASTER. My motto with Kha'Zix runes. But if something else is up your street such as, Greater Quintessence of Health, Greater Quintessence of Movement Speed or Greater Quintessence of Scaling Cooldown Reduction, then don't be afraid to try them. I'd still prefer to have these marks for easier assassinations early game, so you might will be lacking damage if you don't take these.
For Kha'Zix I focus on a heavy ad oriented mastery page. For the remaining points, I go for Defense and flat Health for early fights. I take improved minion damage and cooldown reduction instead of Lethality or attack speed, because I do not build or support building Kha'Zix with Crit Damage or Attack speed. He is a AD Caster, and that's how it should be.
But let's don't forget that being adaptable is good. So I'll list two alternative setups if you need/want to be extra tanky/utilised(?). I'd still suggest the above mastery setup for most of your games, and the ones below in special situations.
Skills - What , How and When
|When Kha'Zix is not being seen by nearby enemy champions, he gains Unseen Threat. Unseen Threat causes his next basic attack against an enemy champion or Evolved Void Spike to deal 15 / 20 / 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 110 / 125 / 140 / 155 / 170 / 185 / 200 / 220 + (0.5 per ability power) bonus magic damage and slow by 35% for 2 seconds.
This is your only CC, and will hurt nicely, especially at the early levels. Think of it as a weaker Grandmaster's Might proc with an added benefit of a 35% slow that you can activate up to four times/gank. Pretty neat, isn't it?
|Kha'Zix fires spikes in a line that explode on contact with an enemy, dealing 75 / 115 / 155 / 195 / 235 + 0.9 of your bonus AD to all nearby enemies. Kha'Zix is healed by 40 / 70 / 100 / 130 / 160 + 0.5 of your AP if he is within the explosion radius.
This is another great abillity being second priority due to almost having as good scaling as Taste Their Fear while dealing more damage than Leap. It works as your long range poke, consider it his equal to Zed's Razor Shuriken, or Jayce's Shock Blast. A overlooked spell that I take at level one to check brushes, but most importantly farm at range. If you happen to get zoned, this is a great spell. Even if you don't, it's still a great spell.
|Active: Kha'Zix leaps to an area, dealing 65 / 100 / 135 / 170 / 205 + 0.8 of your bonus AD damage to nearby enemies on arrival.
As simple as it sounds: Leap makes you leap. The spell is quite smimiliar to Tristanas Rocket Jump - the slow and lagtime of using it. This is considered a utility spell, and has the weakest scaling of all his spells. Therefore, I level it last but take a point early.
|Passive: Each rank of Void Assault allows Kha'Zix to evolve one of his abilities, granting it an additional effect.
Active: Kha'Zix enters stealth for 1 second, gaining 40% bonus movement speed. Entering stealth grants Unseen Threat. Void Assault can be cast a second time within 10 seconds at no cost.
This a kinda neat ultimate, but you need to practice in order to use it "correctly". For example, juking with the bonus movement speed and stealth, as well as chasing, and dodging spells in the middle of a 1v1. It takes some practice but it's very satisfying to juke an entire team and killing the low health ADC with the team hardly noticing you passed by. And for god's sake, leaping after ulting means you wasted your movement speed multiplier. Try to avoid that. As a second note,most people forget that the Evolving part comes from this spells passive. And that's mainly why I like this spell so much.
|evolved enlarged claws||Increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Increases range of Taste Their Fear and Kha'Zix's Basic Attacks by 50.
This is the most popular evolution, due to the damage increase. An often overlooked fact is the range increase which often can mean difference between life and death, kill or empty handed.
|evolved spike rack||Enhances Void Spike to fire three spikes in a cone. If available, Void Spike will also consume Unseen Threat to slow and damage all enemies struck.
This is one of the most underestimated things in Kha'Zix's kit. This spell deals amzing AoE damage and can help your entire team to catch up on a target dur to the slow and range of 1000 units. Remember that all shots can't hit the same target, neither can two. So if your team is lacking single target, don't get this. If your team is lacking AoE (or having a great AoE combo) get this!
|evolved wings||Increases Leap's range and causes kills and assists to refresh Leap's cooldown.
This is a really good evolution from the utility perspective. You get a huge range increase (from 600 to 900, almost as long as you can fire your Void Spike!) on the spell, and it also refreshes on kill/assist. (Pentakill machine anyone?) I suggest everyone to take this every game, with a few exceptions.
|evolved active camouflage||Allows Void Assault to be cast up to three times. Kha'Zix also takes 40% reduced damage while in stealth. Another often overlooked spell, that enables you to have one more dose of the stealth dash. It also gives you a 40% damage reduction that you can counter requim, Trueshot Barrage or other global and non-global spells. This is a great counter to most AP mids with a lot single target damage like Ryze.|
Now that you know the basics of his spells and evolutions, let's go over to when to evolve the spells. This is easy or hard depending on your experience with Kha'Zix. If you have played a lot with him, you might learn what fits best for you. On the flip side, if you have a lot of game experience but not so much Kha'Zix experience, you maybe think evolving these three grants you total dominance. If you have a hard time, then let these guidelines help you.
Is our team lacking anything?
Yes, a pushing spell.
Yes, cleanup service.
Yes, mobility and chasing potential.
No, I may take whatever i want.
What is your purpose on the team/what do you do the most?
I assassinate lone targets.
I clean up after a lost teamfight.
I'm the annoying person who jukes the enemy team.
I do a bit of everything.
How well are you doing?
Good, got a lot of items already. (Get utility as you already have damage)
Decent, but I have a lot of problems last hitting. (Get pushing power so you can take the enemy wraiths/cover and push top instead)
Pretty bad, I don't have damage. (Then get damage (duh))
There's a Karthus on the enemy team. (Evolve R now!)
So that was a few simple things to ask yourself, and a few of all the answers you can say. And remember that having bad CS but many kills could mean that you're so focused at killing the enemy than farming. As such, farm, or at the very least, evolve Void Spike and push before recalls.