Jungle Kha'Zix my way
Not Updated For Current Season
Threats to Kha'Zix with this build
|Jax||With his ability to out right cancel your entire combo with the push of one button, we need to take care which abilities he uses.|
|Pantheon||Same as Jax, we just need to sort of wait out his stun, otherwise no problem as our main damage isn't auto attacks.|
I have been playing Kha'Zix for some time now and I am willing to call myself a main. I usually find my games ending with a forfeit from the enemy team or the nexus exploding, and hopefully you too will soon see yourself how to do it with Kha'Zix.
Starting ItemsMost other mains find that starting with talisman finishes the clear with the most health. However when I attempted this I found my health to drop lower than if I had used a machete. However other mains do agree that the refill potion is best as clears don't need much more than what healing is provided from the potion.
First BackTaking the talisman on our first back gives us most of the mana regen we will need in our clears as long as we don't use our E excessively (without blue buff). Once paired with Hunter's Potion our sustain in the jungle becomes a cake walk.
CoreWhether we take Stalker's or Skirmisher's is totally up to you. But tiamat should be rushed as we want the active to use in our combo, but do NOT rush hydra, hydra is too expensive for what it offers to our kit, and we only need the tiamat active. The Ghostblade helps as it provides armor pen and movement speed but can be substituted for a Black Clever in stead. Where as last whisper is for armor pen and we do not finish this either because the armor pen doesn't increase with Mortal or Lord Dom.
BootsPersonally I prefer the CDR as my items don't usually give me the cool down I need. But if the entire team is somehow squishy or you are beyond fend. Then either mobi's or swiftys are the best options.
DefensiveMaw is a good balance, should you find your laners are feeding some AP user. Otherwise if things are truly going south then Deadmans for armor, Banshee's for magic resist, and Zz'Rot for both and pushing power.
OtherBlack Clever is an excellent stand in for ghostblade as it gives the ever important armor pen and chase we need. Mercurial Scimitar is a rarer item to be bought however it offers a way to counter cc, MR, and lifesteal. Mortal reminder because we have enough health items that Lord Dom's isn't as versatile and should be completed near last. Spirit Visage (my least recommended item) is only to increase your W's effectiveness.
Flat AD Quints so we hurt more.
Flat AD Reds so we... hurt more...
1 Crit Chance Red That 1% can sometimes be the difference between a kill and the one that got away. Plus the math shows that its better to have the 1% than none at all.
Flat Armor Yellows the jungle does a ttack damage and we need that from the get go.
Scaling Magic Resist Blues Since we don't need to worry about magic damage from laners or jungle in the early game as much as late game we want to scale up our MR.
Passive - Slow+DamageNot a whole lot to really say other than when the enemy loses sight on us we have the passive refreshed, great to in conjunction with our ultimate.
Q - Our main source of damageAttempt to use the Q when isolated. So when in clearing we clear the side minions then the main minion out. So if we are at wolves kill the little wolves first then the big wolf.
Also keep in mind that Q has a auto reset so we will want to take that to our advantage. It can also be used in mid-air, but I must not recommend it as the combo is E>Tiamat>AA (Auto Attack)>Q>AA>W. This will output the most damage. If you do get fed then the AA after Tiamat can be ignored.
I usually evolve this first as the damage steroid for isolated targets becomes HUGE!!! However evolving E first is another option.
W - Heal+Slow In the jungle we will use this as often as we can as it is our main source of sustain. Some will say to upgrade this second making it maxed before our jump however the base damage increase on E and the idea of a reset means our E will output FAR more damage if than if we max W.
We will want to hold onto our W as long as possible in a fight as it is our slow. So once our prey tries to run we hit them with our slow.
I also would not evolve this as the utility and damage that comes from evolving our other abilities out ways the usefulness of evolving our W.
E - Jump Around!Our E is our main initiation tool. We can jump over walls, onto our enemies. However some people with disagree with my statement of maxing E over W. So like I said in the W explanation we max this over W because the damage output is potentially higher than our W. It is also more consistent. Also it lowers the cool down timer and our clutch escapes happen more and more frequently. Whereas W stays the same throughout.
R - Evolution[/b]I recommend Q>E>R if one is newer to Kha'Zix. But If you are feeling like a man who can make all the plays or just need to make a montage. Then E>Q>R is the order for you.
Why not evolve W? Well I covered that in W, but TL;DR is it blows utility wise.
Evolved Q:More isolation damage, like A LOT more. More damaged means we can get fed more easily.
Evolved W:Shoot three projectiles like Twisted Fate does, increased slow, and vision for 2 seconds.
Evolved E:Jump reset on kills and assist and increased jump range. With the increased range this is a must evolve by the level 11 and you are pretty much Tristana jumping around.
Evolved R:Three charges on your ulti and invisibility goes up to two seconds. Good utility to wrap up kills and maybe even save one to run when it goes bad.
SKILL ORDER R>Q>E>W
EVOVLE ORDDER Q>E>R
Kha'Zix is a strong early and mid game assassin. In a meta with fewer late games he is a good assassin choice. Play a few games and see why he is so fun.