get
prime

Kha'Zix Build Guide by aPur3AznDud3

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.


512
Views
0
Comments
0
Votes
League of Legends Build Guide Author aPur3AznDud3

Kha'Zix Relives, Carry Build

aPur3AznDud3 Last updated on July 22, 2014
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

1
4
5
7
8
Ability Key Q
2
9
10
12
13
Ability Key W
3
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Dedication

For NightBlue-Senpai.


Guide Top

Items

The usual start,
A machete, four health potions, and a Warding Trinket (Yellow).

Swap out your Yellow Trinket for a Red Trinket, ESPECIALLY IF YOU ARE GOING TO USE THE SWEEPING LENS. IF NOT, KEEP YOUR WARDING TOTEM. Attempt to back immediately for these items, especially if you have 1100.

Ancient Lizard for AD and Gold, CDR for more Damage from Q spam, two long sword for more AD. (UPGRADE YOUR BOOTS WHENEVER POSSIBLE.)

The Brutalizer gives you a lot of Attack Damage, and some Armor Pen. for desert. Grab whatever you can for a Hydra, and rush it; grab the Vamp Scepter first, since it will give you Attack Damage and Lifesteal. If you can, grab a Tiamat INSTEAD. If not, grab the long sword and Regen Bead.

Grab the Tiamat as soon as possible. Rush Hydra.

Get whatever you can from section #6. (Preferably in its order, grab items from the list.)

Final Build: You'll have %40 Cooldown Reduction, a huge amount of Armor Pen., and somewhere around 300~450 Attack Damage late game. 1v1, you will most likely win no matter who it is. (SWAP OUT THE ANCIENT LIZARD FOR AN ITEM WITH COOLDOWN REDUCTION. YOU WILL NEED CDR TO SPAM YOUR Q IN FIGHTS + HEAL WITH W + JUMP MORE.)


Guide Top

Creeping / Jungling

When jungling, you should attempt to clear out smaller creeps first at a low level. I prefer to smite a small creep at buff camps, allowing me to W and kill them quicker. Isolating the buff, you can kill it quicker even with your smite down. At higher levels, you can simply just take out the main creep and have your W sweep.


Guide Top

Abilities

Get you Leap(E) at level 3, especially for ganking. When ganking, use your Passive as soon as possible, allowing you to slow and do damage to your enemy. Follow up with W, which applies another slow, then use your Q. If the enemy gets away after your slows, use your E to catch up. By now, they should be isolated unless there is an enemy wave incoming. Your Q would execute them, for making the mistake of isolating themselves. Evolution ~ Evolve your Q first of course, for an increase of damage to your Q. This will also allow you to do more damage to isolated opponents. Evolve your E next, especially if you gank a lot or are fed. This allows you to move onto your next opponent after a kill, or, escape. At level 16, it is your choice:

Evolve W: This allows you to do more CC to your enemies, also allowing you to give your team mates a chance to clean up if you go suicidal with huge damage vs. enemies.

Evolve R: Giving you more mobility and escape, your ultimate evolved can let you go in, do your combo, refresh your passive, and go back in again repeatedly. This is preferred if you do the most damage and you are focused.


Guide Top

Mastery Choices

21/9/0 ~
Offensive Mastery Choices:
The Double Edged Sword as a melee is a must, since it allows you to do an averages 1% damage increase.
5% Cooldown Reduction gives you more Q's for faster killing and executing.
2 more damage to creeps - Self explanatory.
A bunch of scaling AD? - Self explanatory.
5% more damage to champions below 50% hp allows you to easily take down probably 25%~40% if they're isolated.
Restoration effects per kill - Self explanatory.
Armor & Magic Pen - Self explanatory.
+3% more damage - Self explanatory.

Defensive Mastery Choices:
2 hp per 5 allows you to get a whole lot more hp regenerated early on, unless you wish to be executed.
5% armor and magic resistance counters the offensive mastery that shreds it.
1 less dmg from jungle creeps - Self explanatory.
36 hp and +3% more max hp - Self explanatory.


Guide Top

Additional Information

MOST INFORMATION IS IN THE CUTE LITTLE NOTES THINGY NEXT TO THE TABS. JUST HOVER UR MOUSE OVER IT :D