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Kha'Zix Build Guide by cyberfacada

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author cyberfacada

Kha´zix jungle

cyberfacada Last updated on November 23, 2012

Ability Sequence

1
4
7
8
9
Ability Key Q
3
5
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
3/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction/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.

''Kill. Consume. Adapt.''

-- Kha'Zix


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Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3

I use the Greater Mark of Attack Damage and the Greater Quintessence of Attack Damage because it gives you more damage and helps you on the ganks and doing the jungle, The Greater Seal of Armor and the Greater Glyph of Scaling Magic Resist is to help on the jungle and make Kha'Zix more tanky so in late game he could do his job better.


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Masteries

Masteries
3/4
1/1
4/1
4/1
1/1
1/3
3/1
3/3
1/1
2/2
2/2
4/1
1/3
I scale 21 on the first Tree because of the damage that you need with Kha'Zix i chose the second tree because i personaly think that is better use the second tree that the third tree but if you prefer the third tree use this masteris:
Masteries
3/4
1/1
4/1
4/1
1/1
1/3
3/1
3/3
1/1
1/1
3/3
4/3
1/3


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Items

Item Sequence











Mercury's Treads
1200

The Bloodthirster
3500

Frozen Mallet
3300

Last Whisper
2300

Guardian Angel
2750
That is my build finish i will explane why?

The reason why i keep the Wriggle's Lantern is because of the lifesteal that i think is important with Kha'Zix and also because of the damage and armor.

I do Frozen Mallet instead of the Trinity Force is because of the cc kha'zix is a good jungle and ganks well but lacks some cc with [[frozen mallet you have the slow when you hit the opont that and the passive ability Unseen Threat gives you enough cc to kill him quickly.

The reason why i do the Guardian Angel is because of the armor and magic resistanca that gives but also because of the UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes.

OTHER ITEMS THAT WORK WITH HIM



This is a good iten because gives almost everything but really works with Kha'Zix because of the UNIQUE Passive: on cast, increases your base Attack Damage by 150% for one attack. 2 second cooldown. Does not stack with Sheen or Lich Bane. that item works on him because their abilities have low cooldown that makes the item worth it.

A good item because gives armor penetration and cooldown reduction that is good with Kha'Zix because of the burst damage is also good because of the UNIQUE Active: Gives 20% movement speed and +50% attack speed for 4 seconds. Attacking enemies with melee attacks increases the duration by 2 seconds to a maximum of 8 seconds. (60 second cooldown)
.

A good item because gives sustain to Kha'Zix because of the armor that he needs to the jungle, because of the lifesteal and because of the damage that he nedds to be a assassin.But is really a good item because of the UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster and laso because of theUNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown.


One of the best items on the game because gives a good amount of damage and lifesteal and with the Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death.Makes it perfect with Kha'Zix because he have good escaping mechanics and with a item that incress on killing spree makes him almost unstopabel.

A good item because what i explain in the biggening of this chapter i think that he really needs a item that gives more cc to make ganks easier and Frozen Mallet is perfect because gives a nice amount of HP and gives also damage.

A good item because of the damage that gives but most important because of the armor penetration that a assassin needs to give the byrst damage.

A iten that works good with all champions because of the UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes. that gives you a second life the get revenge^^.

This is also a great item for Kha'Zix because of the great damage and the critic rate that gives but also because of his UNIQUE Passive: +50% critical strike damage that makes this item really good.


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Boots

or or

With [kha'zix] i only advise to do this 3 boots because with Mercury's Treads you are not afected by CC by a longer time and you have more magic resistance.with Ninja Tabi you receive less damage and you have more armor.And with Boots of Mobility you do the jungler faster because you move faster you can gank more often.


The reason why i don't advise to do Berserker's Greaves is because in my opinion Kha'Zix is a burst damage champ and if you do Berserker's Greaves i think that is useless with him.


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Core items



This items i think that is a must on Kha'Zix because what i said in the items chapter.

EARLY GAME ITEMS



This itens is important for you to have in the first 20 minotes of the game because with them you already give some good burst damage and you can do the jungle really fast and gank to kill

MID GAME ITEMS




If you have this items you already are in a good path to win the game because you give so much damage because of The Bloodthirster and you can start preper to do the final items and complite the build and win the game.^^


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the normal skill Sequence the only thingh that you can change is the 2 skill scale you can scale Leap if you gank after doblue or red if you don't gank scale Void Spike.


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Ability Explanation

(innate)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 (+ 50% AP) bonus magic damage and slow by 35% for 2 seconds.


Unseen Threat lasts until consumed and has no internal cooldown. Being visible to enemy wards, minions or neutral monsters has no effect in Unseen Threat becoming available.


Passive: Kha'Zix marks enemies that are isolated from their allies.
Active: Deal physical damage to a single target. Damage against isolated targets is significantly increased.

Cooldown: 3.5
Cost: 25 mana

Physical damage: 70 / 100 / 130 / 160 / 190 (+ 160% bonus AD)
Physical damage to Isolated Target: 100 / 145 / 190 / 235 / 280 (+ 240% bonus AD)


Active: Kha'Zix fires spikes that explode on contact, dealing physical damage to all nearby enemies. Kha'Zix is healed if he is within the explosion radius.

Range: 1000
Cooldown: 8
Cost: 60 / 70 / 80 / 90 / 100 mana

Physical Damage: 75 / 115 / 155 / 195 / 235 (+ 90% bonus AD)
Heal: 40 / 70 / 100 / 130 / 160 (+ 50% AP)


Active: Kha'Zix leaps to an area, dealing physical damage to enemies in the area.

Range: 600
Cooldown: 22 / 20 / 18 / 16 / 14
Cost: 50 mana

Physical Damage: 65 / 100 / 135 / 170 / 205 (+ 80% bonus AD)


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.

Cooldown: 100 / 90 / 80
Cost: 100 mana


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Evolved Ability

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.

Causes Void Spike to fire three spikes in a cone. Void Spike will consume Unseen Threat to slow and damage all enemies struck.

Increases Leap's range and causes kills and assists to refresh Leap's cooldown.

Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.


The abilities that i evolve first is the Leap because increases the range so much and when you assist or kill 1 anemy champ the colldown is refresh waht is perfect for a jungler and thats why i evolved it first.

The second ability that i evolve is Void Spike because you shotm the skipes in 3 diferent directions and you give more damage in a area but the most important reason is because of the heal you heal more when the ability is evolved that when its not.

The last ability is the ultimate the Void Assault or the Taste Their Fear i evolved that because you can use the stealth so the enemy team stop focus you and focus other 1 more time that makes 3 on the total what is also great to hunt enemys.

The reason why i only reconsider enolving Taste Their Fear is because i think that don't really work so well on him like the other abilitys it really don't make annie diferrece you can just do a item that gives good damage instead of evolve this ability.


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Jungel Neutral Minions

ow that we have your roles and character down, it’s time we took a look at the camps. An important thing to know is that the camps get stronger as the game progresses. They will gain more life and damage in order to keep scaling with the game and not to give you free kills. They won’t be raid boss strong, but starting Blue at 1:55 and 2:25 may yield drastically different results. Don’t be late, and get the jungle done fast.

The lesser camps (wolves, wraiths, small golems)



Initial Spawn: (1:40) Respawn Time: (1:00)

MMMThese camps have a small respawn time and will be done the most often throughout the game. These camps will be farmed by your teammates and enemies in downtime throughout the game, don’t get defensive about it. After a certain point you won’t be jungling too much anyway, and your carry needs the creep score more than you do. When you have smite up and the buff locations are down, it is acceptable to smite the small camps. With that in mind, if you just want to get something done quickly and out, feel free to use smite. I frequently smite a large wolf when in a hurry to get top lane and gank.

Blue buff



nitial Spawn: (1:55) Respawn Time: (5:00)

MMMThis is the most important buff to sustaining anyone’s jungle or lane. Some junglers cannot do their routes without it, so yes it is that important. Blue buff and usage of it makes or breaks a good jungler. Mana hungry junglers will want to be on teams with lanes that don’t need blue in order to succeed. On the other side of that, junglers that are not mana hungry can be paired with blue dependent characters such as Anivia. Passing off your blue buff to an AP carry makes them overpowered in lane and will lead their lane to victory. Some important things to do while doing blue buff are:

Leashing
MMMHave someone leash it for you, generally your midlane. “Leashing” is when a person on your team (usually the center laner) attacks the golem first and then leaves immediately. This pulls its attention away from you while you smash on it. If done properly, this sets up a perfect situation for you. The large golem will run from his spawning location to about the bushes attached to the tree line. If you auto attack him the entire time you will get some free damage in as well as set yourself up for fighting the golem in the bush. This has distinct advantages when considering counter jungling and invasion, so always fight the golem while in the bush. This is to say that if someone pokes in and you’re all in the bush, they will not see you, the golem or his buddies until he/she physically enters the bushes.


Control
MMMYou will always want to have control of your blue buff, and possibly theirs. If their team does not have a jungler, absolutely go and steal it (making sure to ward the river behind you so that you don’t get jumped). When they do not have a jungler my path is altered to include picking up their buff. This can be done before or after ganking a lane and will help you while hurting their team.


Sharing
MMMIn the later game, you are not master and commander of the buffs. Please don’t be the jungler that insists on taking blue buff over Anivia on your team. After you can clear the jungle without wasting much or any mana, give the blue buffs to your friendly casters. I absolutely guarantee that Anivia, Zilean or some other mana intensive monster will make better work of that blue buff than you.


Timing
MMMAs good practice, call out in team chat when the next blue buff is going to spawn. This will help you monitor where you want and need to be at different times in the game. An idea of this is “Our blue 7:53~”. This lets not only you but your team know when blue is coming back and should be gotten again. Don’t waste time getting it if it’s not necessary to do so.


Red Buff



Initial Spawn: (1:55) Respawn Time: (5:00)

Red buff is the most important ganking tool for most junglers. The importance of red buff is often underplayed in the lower ELO matchups, as it is harder to see the effect of it over the Blue buff. Red buff is very, very important. It allows certain junglers without an early ganking tool, such as Master Yi and Shyvanna, to put a slow on the enemy. It also does a damage over time based on level which has scored me many kills when people barely escape behind a tower. It’s a small amount of damage, but treat it like a mini-ignite. It will allow you to better control and fight other champions and is invaluable next to blue buff.

MMMAs with the blue buff, you are usually not the master of the red buff later game. It is much better to put this on Corki than Nunu. If you are an AD carry (Olaf, Nocturne), feel free to take this for the duration of the game. Once again, calling out your buff respawn helps you and your team secure them immediately.

Control
MMMAn important consideration for red buff is how bad the enemy jungler and yourself needs it. Some junglers do not pass off the blue buff, so keeping tabs on it is easy. However, junglers such as Master Yi and Shyvanna need red buff in order to gank properly. This means that counter jungling their red buff is much more powerful than blue buff, as they don’t need blue anyway. Find out how bad they need whichever buff and control it in order to control the game.


Dragon



Initial Spawn: (2:30) Respawn Time: (6:00)

MThe Dragon is a critical team element. On an equal playing field of skill and composition, the game will almost completely revolve around who can control dragon and baron the best (assuming that you both can hold towers). Killing the dragon will supply YOUR ENTIRE TEAM with +190 gold, as well as the killer +25g. There are many things to know about dragon:

Awareness
MMMDragon should be warded at all times. I would even go as far as to say pink warded all the time, but if they are not warding it (low levels) that becomes a waste. Not only does warding dragon provide you with information as to whether the enemy team is doing it, but is a common thruway for the mid and jungler to come to the bottom lane as well as providing sight to the river entrance into a blue buff area. This is one of the most useful wards to have for most of the game.

Solo Dragon v. Team Dragon
MMMIn the lower skill level games, dragon can be done by yourself. I really hesitate to say that, but the reality is that most of the junglers can handle dragon solo after they get Madred’s Razors. Because of this, you can pop in and kill the dragon with relative ease and speed, and I indeed did that for a long time. In the higher skill ranges, dragon is always a team adventure, mostly because it will always be warded. Keep in mind they might be warding dragon in low level play as well, so be very careful that you don’t get killed. When doing dragon alone, you have to be paranoid of where the middle and bottom laners are. If you are halfway into dragon and they haven’t even started to move towards you, chances are they are unaware it’s happening.

MMMThe team dragon is a far safer and more effective route. While you can take down a dragon by yourself with relative ease, it will take a while. The dragon applies an attack speed debuff on you, so even characters with high attack speeds (Warwick, Xin Zhao) will take a while to kill it as well as get low on health. Because of this, get someone from bottom lane or mid lane to come help you kill the dragon. Not only will this make it safer for you to do, but will make it so that you don’t have to recall when you’re finished and can instead gank a lane or return to the jungle.
MMMYou should always make dragon a team objective. The advantages to be had outweigh those of going at it alone. Typically after a tower is taken or gank is done on bottom or mid lanes, Dragon can be done. This allows you to pull laners away and pick up kills or at least deny them farm. You have to watch for teleporting and teamfights, as many of them will happen around dragon. Keeping your team aware of dragon will give a lot more cooperation with your team, and is your job to do.

Asking for Help
MMMBefore your character is level 6 or 7 with razors, have a teammate help you, even if you can solo it just fine. If you dip below a certain health threshold, you risk not only death from a straggler, but losing the dragon kill for your team that you worked so hard for.

MMMIt is the bottom lane’s responsibility to keep tabs on the dragon. If something is happening on or around dragon, one or both of the bottom laners should be there to help kill the dragon or any players doing it. Though many people do not know their role, bottom always has 2 people for this exact reason. Make sure you ask your bottom lane to check dragon periodically and/or to help you with it. While it is technically their responsibility, you can’t rely on someone to know this automatically.

Timing
MMMYou want to call out the next dragon in order to maximize your team’s gold. If you did the dragon solo, you still want to say it in chat just so you have record of when you want to go back and do

Baron Nashor]



Initial Spawn: (15:00) Respawn Time: (7:00)

Baron provides a huge buff and is a beast to take down. You will almost always need your entire team to kill him at any stage of the game, unless you’re a fed Warwick. The times to do Baron are not pertinent to jungling at all, so I will not cover them. The choice of timing on baron is a skill and is not able to be described in clear cut terms. You want to do Baron when you have time to kill him unopposed. The jungler usually has the tools to take down Baron and tank him as long as the team is helping. Remember to last hit him with smite or it will get stolen and posted on youtube as hilarious hijinks.


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Wards

In the game try to buy sight ward and Vision Ward exepecial to place in the dragon and in the baron to see if your oponents are there and to clear ther wards to do them with out them to see.

And never forget to use the ward that the wriggle´s lqntern gives.


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Changelog

1/10/2012 I publish my guide.