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Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Introduction



Also, I know I published another


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 |
space |
Cons
- // Requires good positioning. - // Teamfights can be hard. - // Hard to play. - // Focused . - // ![]() |
Riot Lore
A vicious Void predator,



When








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 lifesaver.

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.
Beast Summoner Spells









(Note: After you evolve (if you evolve)







Good Summoner Spells









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!


Kha'Zix will hunt you down and kill you






-
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.
(No alliteration intended)



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.




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.







-
: 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.
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.



First, lets break down the stats we get of









Secondly, it gives you 15% critical strike chance. This is not a crit chance build and the only exception to this is

Next we have 20 armor penetration. This is actually reduced to 10 armor penetration because of your


Now we have the CDR that makes




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

Not many are there?
Glass Assassin

Youmuu's Ghostblade
Not many are there?
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.


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



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

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.
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.
Add






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 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.

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.

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 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.

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.

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 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 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.

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.


Akali
Difficulty: 4/5.
Abilities









Amumu
Difficulty: 1/5
Abilities





You won't see many






Cho'Gath
Difficulty: 3/5
Abilities





Alas, you have to harm a fellow of the Void. And he can be quite tricky too!












Darius
Difficulty: 3/5
Abilities













Dr. Mundo
Difficulty: 3/5
Abilities





This guy generally goes jungle but he can sometimes be found top. Stay behind minions to avoid his





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









Gangplank
Difficulty: 1/5
Abilities















Garen
Difficulty: 2/5
Abilities
















Gragas
Difficulty: 1/5
Abilities
















Hecarim
Difficulty: ?/5
Abilities
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









Jarvan IV
Difficulty: 2/5
Abilities














Jax
Difficulty: 4/5
Abilities
















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





Kennen
Difficulty: 2/5
Abilities













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









Maokai
Difficulty: 3/5
Abilities




Aren't many






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







Mordekaiser
Difficulty: 4/5
Abilities










Nasus
Difficulty: 3/5
Abilities












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





Nunu
Difficulty: 3/5
Abilities





This is a surprisingly hard lane for













Olaf
Difficulty: 5/5
Abilities





Yeah, your screwed. Avoid this lane at all costs. His




Pantheon
Difficulty: 3/5
Abilities
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

Remember to flick on





If you have evolved




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.



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.

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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